Avertissements : 1Inscrit le : 06/03/2011 Messages : 19
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:20
Non j'ai la version 3.4d que j'ai téléchargé il y a quelques heures.
kev77320
Poulet trizo Lv.3
Avertissements : 1Inscrit le : 20/07/2010 Messages : 34
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:20
C'est Francais?
Flowerpower
Poulet carnivore Lv.2
Avertissements : 1Inscrit le : 06/03/2011 Messages : 19
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:22
Non c'est en anglais.
kev77320
Poulet trizo Lv.3
Avertissements : 1Inscrit le : 20/07/2010 Messages : 34
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:23
Tu a ceci dans le script SBS config ● Enemy Unarmed Attack Action Sequence Ligne 1044 Si tu là c'est bon sinon tu traduit puis tu cherche!
Flowerpower
Poulet carnivore Lv.2
Avertissements : 1Inscrit le : 06/03/2011 Messages : 19
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:24
Oui je l'ai à la ligne 1485
kev77320
Poulet trizo Lv.3
Avertissements : 1Inscrit le : 20/07/2010 Messages : 34
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:26
Ok! Tien et tu remplace le code par ceci!
Code:
def base_action case @enemy_id when 1,3,4,5,7,8,9, 10, 12,13,14,18,19,30,43,44,46,48,49,50,51,65 return "atk" end # Default action for all unassigned Enemy IDs. return "ENEMY_UNARMED_ATK" end
Et c'est bon! Test et tu me dit si sa marche ou pas?
Flowerpower
Poulet carnivore Lv.2
Avertissements : 1Inscrit le : 06/03/2011 Messages : 19
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:31
Hum presque ^^ J'ai un petit problème, y'a une flèche qui apparait et le monstre recouvre mon personnage. Je le tappe et le monstre revient à sa place . Mais la flèche reste active et une fois le combat fini, elle est toujours présente c'est à dire qu'on la voit sur la carte. De plus, le héro ne contre-attaque pas .
kev77320
Poulet trizo Lv.3
Avertissements : 1Inscrit le : 20/07/2010 Messages : 34
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:39
SBS Config.
Spoiler:
#============================================================================== # ■ Sideview Battle System Version 3.0 (English Translation v2.0) #------------------------------------------------------------------------------ # Original Script by: # Enu (http://rpgex.sakura.ne.jp/home/) # Original translation versions by: # Kylock # Translation continued by: # Mr. Bubble # Special thanks: # Shu (for translation help) # Moonlight (for her passionate bug support for this script) # NightWalker (for his community support for this script) #============================================================================== #============================================================================== # ■ module N01 Ver3.0 #------------------------------------------------------------------------------ # Sideview Battle System Config #============================================================================== module N01 #-------------------------------------------------------------------------- # ● Settings #-------------------------------------------------------------------------- # Actor starting positions # X Y X Y X Y X Y ACTOR_POSITION = [[415,120],[435,150],[455,180],[475,210]] # Maximum party members that can fight at the same time. # Remember to add to the ACTOR_POSITION array to accomodate. MAX_MEMBER = 4
# Delay after each action in frames. ACTION_WAIT = 12 # Delay after actor collapse in frames. COLLAPSE_WAIT = 12 # Delay before victory is processed in frames. WIN_WAIT = 70
# How battlefloor is seen FLOOR = [ X-pos, Y-pos, Opacity] FLOOR = [0,96,128] # Animation ID for unarmed attack NO_WEAPON = 82 # Damage% modifications when using two weapons # 1st Atk, 2nd Atk TWO_SWORDS_STYLE = [100,50] # AUTOLIFE Animation ID RESURRECTION = 41
# Image file for damage numbers DAMAGE_GRAPHICS = "Number+" # Image file for recover numbers RECOVER_GRAPHICS = "Number-" # Distance between displayed numbers NUM_INTERBAL = -3 # Duration (in frames) numbers are displayed. NUM_DURATION = 68 # Enable/Disable Window graphic behind state names. NON_DAMAGE_WINDOW = false # Specifies word used in Pop-Window. POP_DAMAGE0 = "" # Attack results 0 damage POP_MISS = "MISS" # Attack missed POP_EVA = "EVADE" # Attack avoided POP_CRI = "CRITICAL" # Attack scored a critical hit POP_MP_DAM = "MP DAMAGE" # Attack caused MP loss POP_MP_REC = "MP RECOVER" # Attack restored MP
# Set to false to remove shadow under actors SHADOW = true # True: Use actor's walking graphic. False: Don't use actor's walking graphic. # If false, battler file with "_1" is required since walking file is not used. # "_1" and subsequent files ("_2", "_3", etc.) should be uniform in size. WALK_ANIME = true # Number of frames in the battler animation. (horizontal frames) ANIME_PATTERN = 3 # Number of positions in the battler animation. (vertical frames) ANIME_KIND = 4
# Set true to enable Back Attacks in game BACK_ATTACK = true # Set true to reverse actors in event of back attack BACK_ATTACK_NON_BACK_MIRROR = false # Set equipment and skills to protect against back attacks # Equipment must be equipped for effect, skills must be aquired # and switches must be ON. # For a single weapon: = [1] or Multiple Weapons: = [1,2] # WEAPON IDs NON_BACK_ATTACK_WEAPONS = [] # SHIELD IDs NON_BACK_ATTACK_ARMOR1 = [] # HELMET IDs NON_BACK_ATTACK_ARMOR2 = [] # BODY ARMOR IDs NON_BACK_ATTACK_ARMOR3 = [] # ACCESSORY IDs NON_BACK_ATTACK_ARMOR4 = [] # SKILL IDs NON_BACK_ATTACK_SKILLS = [] # SWITCH Number (takes precedence) If switch is ON, Back attack ensured. BACK_ATTACK_SWITCH = []
#============================================================================== # ■ Single Action Engine #------------------------------------------------------------------------------ # These are utilized by sequenced actions and have no utility alone. #============================================================================== # Do not directly use these actions unless they are used as part of a # sequence. ANIME = { #-------------------------------------------------------------------------- # ● Battler Animations #-------------------------------------------------------------------------- # No. Graphics file used. # 0 = Default Battler Style # 1 = "Character Name + _n", where n is the number of the pose # Example of file would be "$Ralph_1" # Use "1" for non-standard battler, like Minkoff's. # # Type - Vertical position of cell files (0-3) # Speed - Refresh rate of animation. Lower numbers are faster # Loop - 0 = Continuous Loop # 1 = Loop Once # 2 = No Loop # Wait - Time in frames before animation loops # Fixed - How and weither to animate horizontal frames # -1 = Loop Animation # 0 = Regular Animation # 1 = Fixed Animation # Z - Set animation's Z priority # Shadow - Set true to display battler shadow during animation # Weapon - Weapon animation to play with action
#-------------------------------------------------------------------------- # ● Weapon Animations #-------------------------------------------------------------------------- # Do not directly use these actions unless they are used as part of a # sequence. # # Xa - X-axis - distance sprite is moved to the side. # Ya - Y-axis - distance sprite is moved to the side. # Za - If set to true, the weapon is displayed OVER the actor.???? # A1 - Opening angle of weapon animation. Negative number will result in # counter-clockwise rotation. # A2 - ing Angle. Animation will terminate here. # St - Weapon Starting Point [0: Center] [1: Left] [2: Right] # [3:Bottom Left] [4:Bottom Right] # Rev - Reversal - If true, reverses weapon animation. ???? # 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 Sword Style's Weapon 2 sprite will be used # instead.
# Weapon Name Xa Ya Za A1 A2 St Rev Xs Ys Xp Yp Weapon2 "VERT_SWING" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6,false], "VERT_SWINGL" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6, true], "UNDER_SWING" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -4, -6,false], "OVER_SWING" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -4, -6,false], "RAISED" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -4, -6,false], #-------------------------------------------------------------------------- # ● Horizontal Movements of Battler Animations #-------------------------------------------------------------------------- # Target - Indicates actor affected by the function # [0=Current] [1=Target] [2=Screen] [3=Initial Position] # X - X-coordinate from the Target. # Y - Y-coordinate from the Target. # Time - Duration of action in frames. # Accel - Positive number increases framerates, a negative number slows. # Jump - The lower the number, the higher the jump. [0: No jump] # Animation - Specifies the Battler Animation to be used.
#-------------------------------------------------------------------------- # ● Floating Battler Settings #-------------------------------------------------------------------------- # Type - Always "float" # A - Starting Height. Negative values are height from ground shadow. # Positive values are low. # B - Ending Height - this height is maintained until another action. # Time - Time from point A to point B # Animation - Specifies the Battler Animation to be used.
#-------------------------------------------------------------------------- # ● Returns Battler to Original Location #-------------------------------------------------------------------------- # Type - Always "reset" # Time - Duration of frames for animation. # Accel - Acceleration - depending on distance, framerates may fluctuate. # Jump - The lower the number, the higher the jump. [0: No jump] # Animation - Specifies the Battler Animation to be used.
# Type Time Accel Jump Animation "COORD_RESET" => ["reset", 16, 0, 0, "MOVE_TO"], "FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY"],
#-------------------------------------------------------------------------- # ● Battler Action Definitions #-------------------------------------------------------------------------- # Type - Specifies action type. "SINGLE" or "SEQUENCE" # # Object - The battler that will execute the action defined under Action # Name. 0 is for selected target, and any other number is a State # number (1~999), and affects all battlers with the State on them. # By adding a - (minus sign) followed by a Skill ID number (1~999), # it will target the actors that know the specified skill, besides # the original actor. # If you want to designate an actor by their index ID number, # add 1000 to their index ID number. If the system cannot designate # the index number(such as if actor is dead or ran away), it will # select the nearest one starting from 0. If a response fails, # the action will be canceled. (Example: Ylva's actor ID is 4. A # value of 1004 would define Ylva as the Object.) # # Reset Type - Specifies method of returning the battler to its original # location. # Action Name - Specifies action used. If Type is SINGLE, then Action Name # must be a Single Action function. If Type is SEQUENCE, # the Action Name must an action sequence. # Type Object Reset Type Action Name "LIGHT_BLOWBACK" => ["SINGLE", 0, "COORD_RESET", "EXTRUDE"], "RIGHT_TURN" => ["SINGLE", 0, "COORD_RESET", "CLOCKWISE_TURN"], "DROP_DOWN" => ["SINGLE", 0, "COORD_RESET", "Y_SHRINK"], "IMPACT_1" => ["SINGLE", 0, "COORD_RESET", "OBJ_TO_SELF"], "LIFT_ALLY" => ["SINGLE", 0, "", "LIFT"], "ULRIKA_ATTACK" => ["SEQUENCE", 18, "COORD_RESET", "ULRIKA_ATTACK_1"], "4_MAN_ATK_1" => ["SEQUENCE", -101, "COORD_RESET", "4_MAN_ATTACK_1"], "4_MAN_ATK_2" => ["SEQUENCE", -102, "COORD_RESET", "4_MAN_ATTACK_2"], "4_MAN_ATK_3" => ["SEQUENCE", -103, "COORD_RESET", "4_MAN_ATTACK_3"], "ALLY_FLING" => ["SEQUENCE", 1000, "COORD_RESET", "THROW"],
#-------------------------------------------------------------------------- # ● Target Modification #-------------------------------------------------------------------------- # - Changes battler target in battle. Original target will still be stored. # Current battler is the only fighter capable of causing damage. # # Type - Always "target" # # Object - The battler that will have its target modified. 0 is selected # target, any other number is a State ID number (1~999), and # changes all battlers with that state on them to target the new # designated target. # If you want to designate an actor by their index ID number, # add 1000 to their index ID number. If the system cannot designate # the index number(such as if actor is dead or ran away), it will # select the nearest one starting from 0. If a response fails, # the action will be canceled. (Example: Ylva's actor ID is 4. A # value of 1004 would define Ylva as the Object.) # # Target - New Target. [0=Self] [1=Self's Target] # [2=Self's Target After Modification] # [3=Reset to Previous Target (if 2 was used)]
#-------------------------------------------------------------------------- # ● Skill Linking #-------------------------------------------------------------------------- # - Linking to the next skill will also require and consume # MP/HP cost of that skill. # # Type - Always "der" # Chance - Probability in %, chance of successful link. # Link - true: actor does not require SkillID learned to link. # false: actor requires SkillID learned. # SkillID - ID of the skill.
# Action Name Type Chance Link SkillID "LINK_SKILL_91" => ["der", 100, true, 91], "LINK_SKILL_92" => ["der", 100, true, 92], #-------------------------------------------------------------------------- # ● Action Conditions #-------------------------------------------------------------------------- # Type - always "nece" # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies] # Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill] # # Condition - value determined by content. # [0] State: State ID # [1] Parameter: [0=HP] [1=MP] [2=Atk Pwr] [3=Def Pwr] [4=Spirit] [5=Agility] # [2] Switch: Switch Number # [3] Variable: Variable Number # [4] Skill: Skill ID # # Value - value determined by content. # [0] State: Amount required. If number is positive, the condition is how # many have the state, while a negative number selects those who # don't have the state. # [1] Parameter: If object is more than one actor, average is used. # Success if Parameter is greater than value. If Value # is negative, then success if lower. # [2] Switch: [true: Switch on succeeds] [false: switch off succeeds] # [3] Variable: see Parameter. # [4] Skill ID: Number of people with skill ???
#-------------------------------------------------------------------------- # ● Battler Rotation Actions #-------------------------------------------------------------------------- # Type - always "angle" # Time - Duration in frames. # Start - Starting angle. 0-360 degress. Negative values = counter clockwise. # End - Ending Angle. 0-360 degress. # Return - [true: Instant rotation to End angle(?)] # [false:animation as defined.]
# Type Time Start End Return "FALLEN" => ["angle", 1, -90, -90,false], "CLOCKWISE_TURN" => ["angle", 48, 0,-360,false], "COUNTERCLOCKWISE_TURN" => ["angle", 6, 0, 360,false], #-------------------------------------------------------------------------- # ● Battler Zoom Actions #-------------------------------------------------------------------------- # Type - always "zoom" # Time - Duration in frames. # X - X scale - Stretches battler sprite horizontally by a factor of X. # Y - Y scale - Stretches battler sprite vertically by a factor of Y. # Return - [true: return to normal size at end of animation] # [false: battler zoom persists] # Battler zoom is still temporary.
# Type Time X Y Return "X_SHRINK" => ["zoom", 16, 0.5, 1.0, true], "Y_SHRINK" => ["zoom", 16, 1.0, 0.5, true],
#-------------------------------------------------------------------------- # ● Attack Animation Settings #-------------------------------------------------------------------------- # -A difference between "anime"-type and "m_a" hashes is that "anime" # triggered animations will move with the Object on the screen. # - Z-axis of animations will always be over battler sprites. # -If "OBJ_ANIM..." is added at the beginning of the name, it will be # damage+animation. # # Type - always "anime" # ID - 1~999 (Animation ID) # -1 (uses animation from game database) # -2 (uses WEAPON animation from game database even if skill) # Object - [0=Self] [1=Target] # Invert - If set to true, the animation is inverted. # Wait - true: Sequence will wait until the animation finishes before # it continues. Damage applied at end of animation. # false: Sequence will not wait. Damage applied at beginning. # Weapon2 - true: Will be damage/animation from Weapon 2 for Two-Weapon Style.
#-------------------------------------------------------------------------- # ● Magic Animation Settings #-------------------------------------------------------------------------- # -A difference between "m_a"-type and "anime" hashes is that "m_a" # animations will stay where the Object was even if the Object moved. # # Type - always "m_a" # ID - 1~999 = Animation ID # 0 = Equipped Weapon's Sprite # 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 - Number of frames in duration. If an animation is lasting too short # on screen, increase this value. # Arc - Trajectory - Positive Number: Arc Down, Negative Number: Arc Up # 0: No Arc # Xp - X Pitch - For adjusting the X axis. This number changes the initial # X coordinate. Enemy calculation will be # opposite. # Yp - Y Pitch - For adjusting the Y axis. This number changes the initial # Y coordinate. # Start - Defines origin of animation movement. # [0=Self] [1=Target] [2=No Movement] # Z-axis - true: Animation will be over the battler sprites. # false: Animation will be behind battler sprites. # Weapon - Insert only "Throwing Weapon Rotation" and # "Throwing Skill Rotation" Actions. If ID is not 0, use "".
#-------------------------------------------------------------------------- # ● Throwing Weapon Rotation Settings #-------------------------------------------------------------------------- # - You may assign a different weapon graphic to be thrown under Throwing # Weapon Graphic Settings. # # Start - Starting angle. 0-360 degress. # End - Ending angle. 0-360 degress. # Time - Duration, in frames, of each rotation. Rotation will continue # until the animation is complete.
# Start Angle Time "WPN_ROTATION" => [ 0, 360, 8],
#-------------------------------------------------------------------------- # ● Throwing Skill Rotation Settings #-------------------------------------------------------------------------- # - Different from Throwing Weapon Rotation Settings. This is to be # used with skills. # - You may assign a different weapon graphic to be thrown under Throwing # Skill Graphic Settings. # # Start - Starting angle. 0-360 degress. # End - Ending angle. 0-360 degress. # Time - Duration, in frames, of each rotation. Rotation will continue # until the animation is complete. # Type - Always "skill".
# Weapon Action Name Start End Time Type "WPN_THROW" => [ 0, 360, 8, "skill"],
#-------------------------------------------------------------------------- # ● Status Balloon Animation Settings #-------------------------------------------------------------------------- # Type - always "balloon" # Row - Determines row from the Balloon.png (0~9) # Loop - Animation frame loop setting. [0=Once] [1=Loop]
#-------------------------------------------------------------------------- # ● Sound Event Settings #-------------------------------------------------------------------------- # Type - always "sound" # Type - ["se","bgm","bgs"] # Pitch - Value between 50 and 150. # Vol - Volume - value between 0 and 100. # Filename - Name of the sound to be played.
# Type Type Pitch Vol Filename "absorb1" => ["sound", "se", 80, 100, "absorb1"],
#-------------------------------------------------------------------------- # ● Speed Settings #-------------------------------------------------------------------------- # Type - always "fps" # Speed - Speed in Frames per Second. # Use with care as this function modifies FPS directly and will conversly # affect any active timers or time systems.
#-------------------------------------------------------------------------- # ● State Granting Effect Settings #-------------------------------------------------------------------------- # Type - always "sta+" # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies] # [4=All Allies (excluding user)] # State ID - Database ID of State to be granted.
# Type Object State ID "2_MAN_TECH_GRANT" => ["sta+", 0, 18], "4_MAN_TECH_GRANT" => ["sta+", 0, 19], "CATFORM_GRANT" => ["sta+", 0, 20],
#-------------------------------------------------------------------------- # ● State Removal Effect Settings #-------------------------------------------------------------------------- # Type - always "sta-" # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies] # [4=All Allies (excluding user)] # State ID - Database ID of State to be removed.
# Type Object State ID "2_MAN_TECH_REVOKE" => ["sta-", 3, 18], "4_MAN_TECH_REVOKE" => ["sta-", 3, 19], #-------------------------------------------------------------------------- # ● Transformation Effect Settings #-------------------------------------------------------------------------- # Type - always "change" # Reset - true: Battler sprite reverts back to default file after battle. # false: Transformation is permanent after battle. # Filename - Graphics file that will be transformed to.
#-------------------------------------------------------------------------- # ● Game Switch Settings #-------------------------------------------------------------------------- # Type - Always "switch" # Switch - Switch Number from the game database. # ON/OFF - [true:switch on] [false:switch off] # # Type Switch ON/OFF "GAME_SWITCH_1_ON" => ["switch", 1, true],
#-------------------------------------------------------------------------- # ● Game Variable Settings #-------------------------------------------------------------------------- # Type - Always "variable" # Var - Variable Number from the game database. # Oper - [0=Set] [1=Add] [2=Sub] [3=Mul] [4=Div] [5=Mod] # X - value of the operation. # # Type Var Oper X "GAME_VAR_1_+1" => ["variable", 1, 1, 1],
kev77320
Poulet trizo Lv.3
Avertissements : 1Inscrit le : 20/07/2010 Messages : 34
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:41
Spoiler:
#-------------------------------------------------------------------------- # ● Script Operation Settings #-------------------------------------------------------------------------- # Type - Always "script" # # Inserts a simple script code into the action sequence. In the sample, # where it says p=1 can be replaced with any script. Character strings # and anything beyond functions will not work. (?) # Type "TEST_SCRIPT" => ["script", "
p = 1
"],
#-------------------------------------------------------------------------- # ● Special Modifiers - DO NOT CHANGE THESE NAMES #-------------------------------------------------------------------------- # Clear image - Clears images such as Cut-in graphics. # Afterimage ON - Activates Afterimage of battler. # Afterimage OFF - Deactivates Afterimage. # Invert - Invert animation. Use Invert again in a sequence to cancel # because "COORD_RESET" does not reset Invert. # Don't Wait - Any actions after Don't Wait is applied are done instantly. # Apply "Don't Wait" again in a sequence to trigger off. # Can Collapse - Triggers collapse of battler when HP is 0. # Required in every damage sequence. # Two Wpn Only - The Single Action following Two Wpn Only will only execute # if the actor is wielding two weapons. If the actor is not, # the Single Action will be skipped and will move on to the next. # One Wpn Only - The Single Action following One Wpn Only will only execute # if the actor is wielding one weapon. If the actor is not, # the Single Action 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 how 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.
#-------------------------------------------------------------------------- # ● About Wait #-------------------------------------------------------------------------- # When there is only a numerical value as a SINGLE-action, it will be # considered a Wait time before the Action Sequence continues. (i.e. "10", # "42") Because of this, SINGLE-Action function names cannot be entirely # numerical. Any Battler Animations that are prompted will persist when # Waiting. } #============================================================================== # ■ Action Sequence #------------------------------------------------------------------------------ # Action is made of the single-action functions defined above. #============================================================================== # Action Sequences defined here can be used for Actor/Enemy actions below. # Sequences are processed left to right in order. ACTION = { #------------------------------- Basic Actions --------------------------------
#------------------------------------------------------------------------------- "End" => ["End"]} end #============================================================================== # ■ Game_Actor #------------------------------------------------------------------------------ # Actor Basic Action Settings #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● Actor Unarmed Attack Animation Sequence #-------------------------------------------------------------------------- # when 1 <- Actor ID number # return "NORMAL_ATTACK" <- Corresponding action SEQUENCE name. def non_weapon case @actor_id when 1 # Actor ID return "NORMAL_ATTACK" end # Default action for all unassigned Actor IDs. return "NORMAL_ATTACK" end #-------------------------------------------------------------------------- # ● Actor Wait/Idle Animation #-------------------------------------------------------------------------- def normal case @actor_id when 1 return "WAIT" end # Default action for all unassigned Actor IDs. return "WAIT" end #-------------------------------------------------------------------------- # ● Actor Critical (1/4th HP) Animation #-------------------------------------------------------------------------- def pinch case @actor_id when 1 return "WAIT-CRITICAL" end # Default action for all unassigned Actor IDs. return "WAIT-CRITICAL" end #-------------------------------------------------------------------------- # ● Actor Guarding Animation #-------------------------------------------------------------------------- def defence case @actor_id when 1 return "GUARD_ATTACK" end # Default action for all unassigned Actor IDs. return "GUARD_ATTACK" end #-------------------------------------------------------------------------- # ● Actor Damage Taken Animation #-------------------------------------------------------------------------- def damage_hit case @actor_id when 1 return "DAMAGE" end # Default action for all unassigned Actor IDs. return "DAMAGE" end #-------------------------------------------------------------------------- # ● Actor Evasion Animation #-------------------------------------------------------------------------- def evasion case @actor_id when 1 return "EVADE_ATTACK" end # Default action for all unassigned Actor IDs. return "EVADE_ATTACK" end #-------------------------------------------------------------------------- # ● Actor Command Input Animation #-------------------------------------------------------------------------- def command_b case @actor_id when 1 return "COMMAND_INPUT" end # Default action for all unassigned Actor IDs. return "COMMAND_INPUT" end #-------------------------------------------------------------------------- # ● Actor Command Selected Animation #-------------------------------------------------------------------------- def command_a case @actor_id when 1 return "COMMAND_SELECT" end # Default action for all unassigned Actor IDs. return "COMMAND_SELECT" end #-------------------------------------------------------------------------- # ● Actor Flee Success Animation #-------------------------------------------------------------------------- def run_success case @actor_id when 1 return "FLEE" end # Default action for all unassigned Actor IDs. return "FLEE" end #-------------------------------------------------------------------------- # ● Actor Flee Failure Animation #-------------------------------------------------------------------------- def run_ng case @actor_id when 1 return "FLEE_FAIL" end # Default action for all unassigned Actor IDs. return "FLEE_FAIL" end #-------------------------------------------------------------------------- # ● Actor Victory Animation #-------------------------------------------------------------------------- def win case @actor_id when 1 return "VICTORY" end # Default action for all unassigned Actor IDs. return "VICTORY" end #-------------------------------------------------------------------------- # ● Actor Battle Start Animation #-------------------------------------------------------------------------- def first_action case @actor_id when 1 return "BATTLE_START" end # Default action for all unassigned Actor IDs. return "BATTLE_START" end #-------------------------------------------------------------------------- # ● Actor Return Action when action is interuptted/discontinued #-------------------------------------------------------------------------- def recover_action case @actor_id when 1 return "RESET_POSITION" end # Default action for all unassigned Actor IDs. return "RESET_POSITION" end #-------------------------------------------------------------------------- # ● Actor Shadow #-------------------------------------------------------------------------- # return "shadow01" <- Image file name in .Graphics\Characters # return "" <- No shadow used. def shadow case @actor_id when 1 return "shadow00" end # Default shadow for all unassigned Actor IDs. return "shadow00" end #-------------------------------------------------------------------------- # ● Actor Shadow Adjustment #-------------------------------------------------------------------------- # return [ X-Coordinate, Y-Coordinate] def shadow_plus case @actor_id when 1 return [ 0, 4] end # Default shadow positioning for all unassigned Actor IDs. return [ 0, 4] end end #============================================================================== # ■ Game_Enemy #------------------------------------------------------------------------------ # Enemy Basic Action Settings #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● Enemy Unarmed Attack Action Sequence #-------------------------------------------------------------------------- # when 1 <- EnemyID# # return "ENEMY_UNARMED_ATK" <- Corresponding ACTION sequence name. def base_action case @enemy_id when 1,3,4,5,7,8,9, 10, 12,13,14,18,19,30,43,44,46,48,49,50,51,65 return "atk" end # Default action for all unassigned Enemy IDs. return "ENEMY_UNARMED_ATK" end #-------------------------------------------------------------------------- # ● Enemy Wait/Idle Animation #-------------------------------------------------------------------------- def normal case @enemy_id when 1 return "WAIT" end # Default action for all unassigned Enemy IDs. return "WAIT" end #-------------------------------------------------------------------------- # ● Enemy Critical (1/4th HP) Animation #-------------------------------------------------------------------------- def pinch case @enemy_id when 1 return "WAIT" end # Default action for all unassigned Enemy IDs. return "WAIT" end #-------------------------------------------------------------------------- # ● Enemy Guarding Animation #-------------------------------------------------------------------------- def defence case @enemy_id when 1 return "GUARD_ATTACK" end # Default action for all unassigned Enemy IDs. return "GUARD_ATTACK" end #-------------------------------------------------------------------------- # ● Enemy Damage Taken Animation #-------------------------------------------------------------------------- def damage_hit case @enemy_id when 1 return "DAMAGE" end # Default action for all unassigned Enemy IDs. return "DAMAGE" end #-------------------------------------------------------------------------- # ● Enemy Evasion Animation #-------------------------------------------------------------------------- def evasion case @enemy_id when 1 return "ENEMY_EVADE_ATTACK" end # Default action for all unassigned Enemy IDs. return "ENEMY_EVADE_ATTACK" end #-------------------------------------------------------------------------- # ● Enemy Flee Animation #-------------------------------------------------------------------------- def run_success case @enemy_id when 1 return "ENEMY_FLEE" end # Default action for all unassigned Enemy IDs. return "ENEMY_FLEE" end #-------------------------------------------------------------------------- # ● Enemy Battle Start Animation #-------------------------------------------------------------------------- def first_action case @enemy_id when 1 return "BATTLE_START" end # Default action for all unassigned Enemy IDs. return "BATTLE_START" end #-------------------------------------------------------------------------- # ● Enemy Return Action when action is interuptted/discontinued #-------------------------------------------------------------------------- def recover_action case @enemy_id when 1 return "RESET_POSITION" end # Default action for all unassigned Enemy IDs. return "RESET_POSITION" end #-------------------------------------------------------------------------- # ● Enemy Shadow #-------------------------------------------------------------------------- # return "shadow01" <- Image file name in .Graphics\Characters # return "" <- No shadow used. def shadow case @enemy_id when 1 return "shadow01" when 30 return "" when 31, 32 return "shadow00" end # Default shadow for all unassigned Enemy IDs. return "shadow01" end #-------------------------------------------------------------------------- # ● Enemy Shadow Adjustment #-------------------------------------------------------------------------- # return [ X-Coordinate, Y-Coordinate] def shadow_plus case @enemy_id when 1 return [ 0, -8] when 31, 32 return [ 0, 4] end # Default shadow positioning for all unassigned Enemy IDs. return [ 0, 0] end #-------------------------------------------------------------------------- # ● Enemy Equipped Weapon #-------------------------------------------------------------------------- # return 0 (Unarmed/No weapon equipped.) # return 1 (Weapon ID number. (1~999)) def weapon case @enemy_id when 1 # Enemy ID return 0 # Weapon ID end # Default weapon for all unassigned Enemy IDs. return 0 end #-------------------------------------------------------------------------- # ● Enemy Screen Positioning Adjustment #-------------------------------------------------------------------------- # return [ 0, 0] <- [X-coordinate、Y-coordinate] def position_plus case @enemy_id when 1 return [0, 0] end # Default positioning for all unassigned Enemy IDs. return [ 0, 0] end #-------------------------------------------------------------------------- # ● Enemy Collapse Animation Settings #-------------------------------------------------------------------------- # return 1 (Enemy sprite stays on screen after death.) # return 2 (Enemy disappears from the battle like normal.) # return 3 (Special collapse animation.) <- Good for bosses. def collapse_type case @enemy_id when 1 return 2 when 30 return 3 end # Default collapse for all unassigned Enemy IDs. return 2 end #-------------------------------------------------------------------------- # ● Enemy Multiple Action Settings #-------------------------------------------------------------------------- # Maximum Actions, Probability, Rapidity Adjustment # return [ 2, 100, 100] # # Maximum Actions - Maximum number of actions enemy may execute in a turn. # Probability - % value. Chance for a successive action. # Rapidity Adjustment - % value that decreases enemy's rapidity after # each successive action. [Note: Literal Japanese # translation.] def action_time case @enemy_id when 1 return [ 1, 100, 100] when 30 return [ 3, 100, 100] end # Default action for all unassigned Enemy IDs. return [ 1, 100, 100] end #-------------------------------------------------------------------------- # ● Enemy Animated Battler Settings #-------------------------------------------------------------------------- # return true - Enemy battler uses same animation frames as actors. # return false - Default enemy battler. # [Settings] # 1.Enemy animated battler file must be in .Graphics\Characters folder. # 2.Enemy battler file names must match between .Graphics\Characters and # .Graphics/Battlers folders. def anime_on case @enemy_id when 1 return false end # Default action for all unassigned Enemy IDs. return false end #-------------------------------------------------------------------------- # ● Enemy Invert Settings #-------------------------------------------------------------------------- # return false <- Normal # return true <- Inverts enemy image def action_mirror case @enemy_id when 1 return false end # Default action for all unassigned Enemy IDs. return false end end module RPG #============================================================================== # ■ module RPG #------------------------------------------------------------------------------ # State Action Settings #============================================================================== class State #-------------------------------------------------------------------------- # ● State Affliction Wait Animation Settings #-------------------------------------------------------------------------- # when 1 <- State ID number # return "DEAD" <- SEQUENCE Animation when afflicted by specified state. def base_action case @id when 1 # Incapacitated(HP0). Has the highest priority. return "DEAD" when 2,3,4,5,7 return "WAIT-NORMAL" when 6 return "WAIT-SLEEP" when 17 return "WAIT-FLOAT" end # Default 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 animation sequence assigned # under State Affliction Wait Animation Settings when # afflicted. (Actors still will.) # "NOPOP" - State name will not appear as POP Damage. # "HIDEICON" - State icon will not appear in the BattleStatus Window. # "NOSTATEANIME" - State's caster and enemies will not use animation # sequence assigned under State Affliction Wait Animation # Settings when afflicted. # "SLIPDAMAGE" - Apply slip damage. Assign values under Slip Damage Settings. # "NONE" - No extension. Used as a default. def extension case @id when 1 # Incapacitated State. Has highest priority. return ["NOPOP","EXCEPTENEMY"] when 2 # Poison return ["SLIPDAMAGE"] when 18 # 2-Man Tech return ["ZEROTURNLIFT","HIDEICON"] when 19 # 4-Man Tech return ["ZEROTURNLIFT","HIDEICON"] when 20 # Cat Transformation return ["HIDEICON","NOSTATEANIME"] end # Default extension that applies if state is not assigned above. 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 - true: Slip damage can kill. # false: Slip damage will not kill. (Battler will be left at 1 HP) def slip_extension case @id when 2 # Poison return [["hp", 0, 10, true, true]] end return [] end end #============================================================================== # ■ module RPG #------------------------------------------------------------------------------ # Weapon Action Settings #============================================================================== class Weapon #-------------------------------------------------------------------------- # ● Weapon Animation Sequence Settings #-------------------------------------------------------------------------- # - Assigns a specific animation sequence when using a weapon. # # when 1 <- Weapon ID number # return "NORMAL_ATTACK" <- SEQUENCE Animation for assigned weaponID def base_action case @id when 1 return "NORMAL_ATTACK" end # Default SEQUENCE for unassigned WeaponIDs. return "NORMAL_ATTACK" end #-------------------------------------------------------------------------- # ● Weapon Graphic Assignment Settings #-------------------------------------------------------------------------- # - Allows use of a seperate weapon graphic besides the one assigned # from Iconset.png # # return "001-Weapon01" <- Weapon image file name. If "", none is used. # File must be in the .Graphics\Characters folder # of your project. def graphic case @id when 1 return "" end # Default weapon graphic for unassigned WeaponIDs. return "" end #-------------------------------------------------------------------------- # ● Throwing Weapon Graphic Settings #-------------------------------------------------------------------------- # - Allows use of a seperate throwing weapon graphic besides the one assigned # from Iconset.png. This is useful for arrows when you don't want the bow # to be thrown. # # return "001-Weapon01" <- Weapon image file name. If "", none is used. # File must be in the .Graphics\Characters folder # of your project. def flying_graphic case @id when 1 return "" end # Default throwing weapon graphic for unassigned WeaponIDs. return "" end end #============================================================================== # ■ module RPG #------------------------------------------------------------------------------ # Skill Action Settings #============================================================================== class Skill #-------------------------------------------------------------------------- # ● Skill ID Sequence Assignments #-------------------------------------------------------------------------- def base_action case @id when 84 return "THROW_WEAPON" when 85 return "MULTI_ATTACK" when 86 return "RAPID_MULTI_ATTACK" when 87 return "MULTI_SHOCK" when 88 return "SHOCK_WAVE" when 89 return "MULTI_ATTACK_RAND" when 90 return "LINK_SKILL_91" when 91 return "LINK_SKILL_92" when 92 return "NORMAL_ATTACK" when 93 return "CUT_IN" when 94 return "STOMP" when 95 return "ALL_ATTACK_1" when 96 return "SKILL_ALL" when 97 return "TRANSFORM_CAT" when 98 return "2-MAN_ATTACK" when 99 return "2-MAN_ATTACK_ASSIST" when 100 return "4-MAN_ATTACK" when 101 return "4-MAN_ATTACK_ASSIST" when 102 return "4-MAN_ATTACK_ASSIST" when 103 return "4-MAN_ATTACK_ASSIST" when 104 return "THROW_FRIEND" end # Default SEQUENCE for unassigned skills. return "SKILL_USE" end #-------------------------------------------------------------------------- # ● Skill Enhancement Extension Settings #-------------------------------------------------------------------------- # - Multiple extensions may be applied to a skill ID. # - If "CONSUMEHP" is applied along with any other extensions that deal with # MP in a forumla, it will be HP instead. # - This portion of the script WILL have compatibility issues with KGC_MPCostAlter. # # "NOEVADE" -Cannot be evaded regardless. # "CONSUMEHP" -Consumes HP instead of MP. # "%COSTMAX" -Consumes % of MAXMP. Example: Actor MAXMP500, # 10 set in Database, MP50 cost. # "%COSTNOW" -Consumes % of current MP. # "IGNOREREFLECT" -Ignores damage reflection states. # "%DAMAGEMAX/30" -Changes damage formula of skill to: # damage = ENEMY MAX HP * [Integer] / 100 # [Integer] is the number you apply after "/". # "%DAMAGENOW/30" -Changes damage formula of skill to: # damage = ENEMY CURRENT HP * [Integer] / 100 # [Integer] is the number you apply after "/". # "COSTPOWER" -Changes damage formula of skill to: # damage = base damage * cost / MAX MP # The more the skill costs, the more damage it will do. # "HPNOWPOWER" -Changes damage formula of skill to: # damage = base damage * CURRENT HP / MAX HP # The less current HP you have, the less damage. # "MPNOWPOWER" -Changes damage formula of skill to: # damage = base damage * CURRENT MP / MAX MP # The less current MP you have, the less damage. # "NOHALFMPCOST" -"Half MP Cost" from armor options will not apply. # "HELPHIDE" -Help window when casting will not appear. # "TARGETALL" -Will affect all enemies and allies simultaneously. # "RANDOMTARGET" -Target is chosen at random. # "OTHERS" -Skill will not affect caster. # "NOOVERKILL" -Damage will not be applied after the target reaches zero HP. # "NOFLASH" -Battler will not flash when taking action. # "NONE" -No extension. Used as a default. def extension case @id when 86 return ["NOOVERKILL"] when 89 return ["RANDOMTARGET"] when 94 return ["NOOVERKILL"] when 96 return ["TARGETALL"] when 98 return ["NOOVERKILL"] when 99 return ["HELPHIDE","NOFLASH"] when 100 return ["NOOVERKILL"] when 101 return ["HELPHIDE","NOFLASH"] when 102 return ["HELPHIDE","NOFLASH"] when 103 return ["HELPHIDE","NOFLASH"] end # Default extensions for unassigned skills. return ["NONE"] end #-------------------------------------------------------------------------- # ● Skill Throwing Weapon Graphic Settings #-------------------------------------------------------------------------- # - Allows use of a seperate throwing weapon graphic besides the one assigned # from Iconset.png. This section is specifically for skills. # # return "001-Weapon01" <- Weapon image file name. If "", none is used. # File must be in the .Graphics\Characters folder # of your project. def flying_graphic case @id when 1 return "" end # Default throwing skill graphic for unassigned WeaponIDs. return "" end end #============================================================================== # ■ module RPG #------------------------------------------------------------------------------ # Item Action Settings #============================================================================== class Item #-------------------------------------------------------------------------- # ● Item ID Sequence Assignment #-------------------------------------------------------------------------- def base_action case @id when 1 return "ITEM_USE" end # Default SEQUENCE for unassigned ItemIDs. return "ITEM_USE" end #-------------------------------------------------------------------------- # ● Item Enhancement Extension Settings #-------------------------------------------------------------------------- # "NOEVADE" -Cannot be evaded regardless. # "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. # "OTHERS" -Item will not affect caster. # "NOOVERKILL" -Damage will not be applied after the target reaches zero HP. # "NOFLASH" -Battler will not flash when taking action. # "NONE" -No extension. Used as a default. def extension case @id when 1 return ["NONE"] end # Default SEQUENCE for unassigned ItemIDs. return ["NONE"] end end end
Flowerpower
Poulet carnivore Lv.2
Avertissements : 1Inscrit le : 06/03/2011 Messages : 19
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:44
Je remplace mon script SBS configuration par ces deux portions de codes assemblées ?
kev77320
Poulet trizo Lv.3
Avertissements : 1Inscrit le : 20/07/2010 Messages : 34
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:45
Oui esseye de trouver les autres là je peux pas c'est SBS 3.0!
BARVACHE
Vache Folle
Age : 29 Inscrit le : 22/05/2010 Messages : 3005
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 19:49
Ne change rien dans le script si ce n'est la partie config'. Si ta flèche n'apparaît pas, cela vient surement d'une incomptaibilité entre ce script et un autre. J'avais eu ce bug un jour. Donne la liste des scripts, screen ta compétence, et on pourra mieux t'aider. PS:voici le fonctionnement totale de ce script(parce que j'ai envie de le poster):
Spoiler:
Si un personnage possède une capacité que je nommerais dans mon exemple "Riposte" et qu'il est attaqué par un ennemi qui n'a pas d'arme, une flèche apparaîtera au dessus du heros en question. Il te faudra appuyer sur la touche de ton ordi correspondante le plus vite possible. Alors ton heros esquivera et une autre flèche apparaîtera. Il te faudra faire de même pour riposter. Tu as juste besoin de préciser l'ID de la capacité dans le script et à le faire apprendre à un de tes heros.
Flowerpower
Poulet carnivore Lv.2
Avertissements : 1Inscrit le : 06/03/2011 Messages : 19
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Dim 6 Mar 2011 - 20:00
Ok je commence un peu mieux à comprendre mais quand une flèche pointe en haut par exemple, il faut que j'appuie sur la flèche directionelle du haut sur mon clavier ? Et une fois le combat fini, la flèche reste sur l'écran. Et quand je change mon script, l'ordi me met : Script 'Notetags for Tankentai Add-on' line 1251: NameError occured. undefined method 'incapacitated' for class 'Game_Enemy'
kev77320
Poulet trizo Lv.3
Avertissements : 1Inscrit le : 20/07/2010 Messages : 34
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Lun 7 Mar 2011 - 6:54
Ta pris tout les SBS 3.0?
BARVACHE
Vache Folle
Age : 29 Inscrit le : 22/05/2010 Messages : 3005
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Lun 7 Mar 2011 - 8:48
Est-ce que l'un des monstres possède la capacité en question?(celle qui permet de contre attaquer)
lecode234
Citadin Lv.7
Age : 28 Inscrit le : 09/01/2010 Messages : 219
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Lun 7 Mar 2011 - 13:58
Cet add-on est incompatible avec la nouvelle version du SBS Tankentai. Je l'ai testé.Je voulais le signaler mais je voulais pas faire de necro-post x)
Flowerpower
Poulet carnivore Lv.2
Avertissements : 1Inscrit le : 06/03/2011 Messages : 19
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Lun 7 Mar 2011 - 16:16
Il faut que le monstre ait la même compétence que le héro ? Parce que mes monstres ne l'ont pas ... Et tu es sur qu'il n'est pas compatible parce que sa marche presque ^^
kev77320
Poulet trizo Lv.3
Avertissements : 1Inscrit le : 20/07/2010 Messages : 34
Sujet: Re: ADD-ON SBS Tankentai : QTE Contrattack Lun 7 Mar 2011 - 17:13