Poulet carnivore Lv.2
Inscrit le : 18/05/2010 Messages : 26
| Sujet: [Résolu] Erreur RPG Maker Editor Ven 9 Juil 2010 - 21:47 | |
| Bonsoir, je pense que le titre n'est pas réellement le bon, mais n'ayant pas réelement d'idée de ce que c'est ... Voilà un screen pour mieux y voir : - Spoiler:
Ce message apparait lors du deuxième combat (1 une fois sur 3 au 3eme combat), l'écran de transition se lance, le battleback apparait et là ... Erreur. J'utilise le scripte SBS 2.6 Config & Sideview 1-2 - Spoiler:
#============================================================================== # ■ Sideview Battle System Version 2.6 (English Translation v1.3) #------------------------------------------------------------------------------ # Original Script by: # RPG Tankentai (http://rpgex.sakura.ne.jp/home/) # Translation by: # Kylock # Traduction Fr ( en gros) : Blockade #============================================================================== # ● Installation # Parceque la Base de données contient plusieurs fichiers d'animation et de status # je conseille de prendre cette demo comme base, pour develloper un nouveau jeu. # Mais si vous devez installer ce script dans un jeu déja en cours de devellepement, # copiez les 5 scripts, et copier/ coller # Les entrées de la base de données suivants : # - Sort : 084-104 - Statuts : 017-020 # - Animation s: 082 # Soyez sur que les fichiers graphiques suivants soient bien dans leur dossier : # - Pour chaque membre de l'équipe, il faut son caracter TOUT seul avec un $ devant son nom # - .\Graphics\Characters\$cat.png # .\Graphics\Characters\cursor.png # .\Graphics\Characters\shadow00.png # .\Graphics\Characters\shadow01.png # .\Graphics\System\Number-.png # .\Graphics\System\Number+.png #------------------------------------------------------------------------------ # Originally distributed at (http://rmxp.org) - Permission to distribute and # use freely in any manner, just give credit where it is due. #------------------------------------------------------------------------------ # ■ Release Notes # Please note the distinction between the version numbers of the battle # system itself(2.4) and the version of my translation project (1.1). #------------------------------------------------------------------------------ # 1.0 # ● Original Release of my translation of 2.4 # 1.1 # ● Corrected some translation issues that caused some special skill animations # not to work. I have changed nearly ALL strong values stored in the script # hashes, this version is nearly unrecognizable from the previous version. # ● Translated the database and changed the distribution method from raw # scripts to a demo archive. This should effectively thwart most of the # simple errors that people are experiencing. # ● Other minor bugfixes. # 1.2 # ● Corrected some missing Kanji translations that broke the functionality of # some "chained" Skills. (thanks to Eolirin@rmxp.org) Also added the # picture for the 'cut-in' move. # 1.3 # ● Updated to version 2.6 of the original script. #==============================================================================
#============================================================================== # ■ module N01 Ver2.6 #------------------------------------------------------------------------------ # Sideview Battlesystem Config #============================================================================== module N01 #-------------------------------------------------------------------------- # ● Settings #-------------------------------------------------------------------------- # Position de depart des heros : # X Y X Y X Y X Y ACTOR_POSITION = [[400,130],[430,150],[460,170],[490,190]] #Maximum de heros qui peuven tse battre en même temps : # Remember to add to the ACTOR_POSITION array to accomodate. MAX_MEMBER = 4 # Delai après chaque action ( en frames 60 frames = 1 sec) ACTION_WAIT = 12 # Delay after actor collapse in frames. COLLAPSE_WAIT = 12 # Delai avant que le proccesus de victoire soit enclenché WIN_WAIT = 70 # How battlefloor is seen FLOOR = [ X-pos, Y-pos, Opacity] FLOOR = [0,96,128] # l'ID de l'amre qui s'affiche si aucune arme n'est équipée NO_WEAPON = 82 # Modification de dommage, quand on utilise 2 armes ( %) # 1st Atk, 2nd Atk TWO_SWORDS_STYLE = [50,100] # Id de l'animation pour quand quelq'un resucite RESURRECTION = 41 # Si 'true', l'attaquant se soigne lorsqu'il aborbe des HP / MP ABSORB_DAMAGE = true # Nom de l'image pour les degats infligés DAMAGE_GRAPHICS = "Number+" # nom de l'image pour les soins RECOVER_GRAPHICS = "Number-" # Distance between displayed numbers NUM_INTERBAL = -3 # Duration (in frames) numbers are displayed. NUM_DURATION = 68 # Si 'false' desactive les pop-up qui apparaisent (ex:"Raté") NON_DAMAGE_WINDOW = true # Specifies word used in Pop-Window. POP_DAMAGE0 = "Garde" # Quand l'attaque ne fait aucun dommage POP_MISS = "Ratée" # Attaque ratée POP_EVA = "Esquive" # Attaque esquivée POP_CRI = "Critique !" # Attaque critique POP_MP_DAM = "Mp perdus" # Quand l'attaque fait perdre des MP POP_MP_REC = "Mp gagnés" # Quand l'attaque fait agner des MP # 'false' Pour desactiver les ombres en dessosu des heros. SHADOW = true # True: Active les animations des battlers . False: Desactive l'animation des battlers # falseにした場合、必ずファイルNo1以降を用意し、ファイルNo0は使わないように # またNo1以降の画像サイズは統一させる(全キャラ統一ではなくそのキャラで統一) 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 = true # Set equipment and skills to protect against back attacks # Equipment must be equipped for effect, skills must be aquired # and switches must be ON. # For a single weapon: = [1] or Multiple Weapons: = [1,2] # WEAPON IDs NON_BACK_ATTACK_WEAPONS = [] # SHIELD IDs NON_BACK_ATTACK_ARMOR1 = [] # HELMET IDs NON_BACK_ATTACK_ARMOR2 = [] # BODY ARMOR IDs NON_BACK_ATTACK_ARMOR3 = [] # ACCESSORY IDs NON_BACK_ATTACK_ARMOR4 = [] # SKILL IDs NON_BACK_ATTACK_SKILLS = [] # SWITCH Number (takes precedence) If switch is ON, Back attack ensured. BACK_ATTACK_SWITCH = [] #============================================================================== # ■ Single Action Engine #------------------------------------------------------------------------------ # These are utilized by sequenced actions and have no utility alone. #============================================================================== # Do not directly use these actions unless they are used as part of a # sequence. ANIME = { #-------------------------------------------------------------------------- # ● Animation des battlers #-------------------------------------------------------------------------- # No. fichier graphique utilisé # 0 = Battler par defaut # 1 = "nom du caracter + _n", ou n est le nombre de la pose # Exemple d'un fichier : "$Ralph_1" # Utiliser "1" pour un battler non-standar, comme 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 # Action Name No. Type Speed Loop Wait Fixed Z Shadow Weapon "WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ], "WAIT(FIXED)" => [ 0, 1, 10, 2, 0, 1, 0, true,"" ], "RIGHT(FIXED)" => [ 0, 2, 10, 1, 2, 1, 0, true,"" ], "DAMAGE" => [ 0, 3, 4, 2, 0, -1, 0, true,"" ], "ATTACK_FAIL" => [ 0, 3, 10, 1, 8, 0, 0, true,"" ], "MOVE_TO" => [ 0, 1, 1, 1, 0, -1, 0, true,"" ], "MOVE_AWAY" => [ 0, 2, 2, 1, 0, -1, 0, true,"" ], "ABOVE_DISPLAY" => [ 0, 1, 2, 1, 0, -1, 600, true,"" ], "WPN_SWING_V" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWING"], "WPN_SWING_VL" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWINGL"], "WPN_SWING_VS" => [ 0, 1, 6, 2, 0, -1, 2, true,"VERT_SWING"], "WPN_SWING_UNDER" => [ 0, 1, 2, 2, 0, -1, 2, true,"UNDER_SWING"], "WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2, true,"OVER_SWING"], "WPN_RAISED" => [ 0, 1, 2, 2, 28, -1, 2, true,"RAISED"], #-------------------------------------------------------------------------- # ● 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. # Ys - Y scale - Stretches weapon sprite vertically by a factor of Y. # Xp - X pitch - …微調整するX軸。この数字ぶん初期X座標が変化します。 # Yp - Y pitch - …微調整するY軸。この数字ぶん初期Y座標が変化します。 # Two Swords - If set to true, will not display animation segment if actor # uses Two Swords. ???? # Weapon Name Xa Ya Za A1 A2 St Rev Xs Ys Xp Yp Two Swords "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 - 対象から見たX座標。絶対値は最低でも時間より高く # Y - 対象から見たY座標。絶対値は最低でも時間より高く # 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. # Target X Y Time Accel Jump Animation "NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "WAIT(FIXED)"], "START_POSITION" => [ 0, 54, 0, 1, 0, 0, "MOVE_TO"], "BEFORE_MOVE" => [ 3, -32, 0, 18, -1, 0, "MOVE_TO"], "AFTER_MOVE" => [ 0, 32, 0, 8, -1, 0, "MOVE_TO"], "4_MAN_ATTACK_1" => [ 2, 444, 96, 18, -1, 0, "MOVE_TO"], "4_MAN_ATTACK_2" => [ 2, 444, 212, 18, -1, 0, "MOVE_TO"], "4_MAN_ATTACK_3" => [ 2, 384, 64, 18, -1, 0, "MOVE_TO"], "4_MAN_ATTACK_4" => [ 2, 384, 244, 18, -1, 0, "MOVE_TO"], "DEAL_DAMAGE" => [ 0, 32, 0, 4, -1, 0, "DAMAGE"], "EXTRUDE" => [ 0, 12, 0, 1, 1, 0, "DAMAGE"], "FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY"], "FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY"], "VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -5, "MOVE_TO"], "MOVING_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_TO"], "MOVING_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_TO"], "PREV_MOVING_TARGET" => [ 1, 24, 0, 12, -1, 0, "MOVE_TO"], "PREV_MOVING_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_TO"], "MOVING_TARGET_RIGHT" => [ 1, 96, 32, 16, -1, 0, "MOVE_TO"], "MOVING_TARGET_LEFT" => [ 1, 96, -32, 16, -1, 0, "MOVE_TO"], "JUMP_TO" => [ 0, -32, 0, 8, -1, -4, "MOVE_TO"], "JUMP_AWAY" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY"], "JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_TO"], "THROW_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_TO"], "TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "ABOVE_DISPLAY"], "PREV_JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"], "PREV_STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"], "REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"], "JUMP_FIELD_ATTACK" => [ 1, 0, 0, 16, 0, -5, "WPN_SWING_V"], "DASH_ATTACK" => [ 1, -96, 0, 16, 2, 0, "WPN_SWING_V"], "RIGHT_DASH_ATTACK" => [ 1, -96, 32, 16, 2, 0, "WPN_SWING_V"], "LEFT_DASH_ATTACK" => [ 1, -96, -32, 16, 2, 0, "WPN_SWING_V"], "RIGHT_DASH_ATTACK2" => [ 1,-128, 48, 16, 2, 0, "WPN_SWING_V"], "LEFT_DASH_ATTACK2" => [ 1,-128, -48, 16, 2, 0, "WPN_SWING_V"], #-------------------------------------------------------------------------- # ● Floating Battler Settings #-------------------------------------------------------------------------- # Type - Always "float" # A - Starting Height …浮遊開始の高さ。符号が負で影より高く、正だと低くなります。 # B - ing Height - this height is maintained until another action. # Time - Duration of frames floating ???? # Animation - Specifies the Battler Animation to be used. # Type A B Time Animation "FLOAT_" => ["float", -22, -20, 2, "WAIT(FIXED)"], "FLOAT_2" => ["float", -20, -18, 2, "WAIT(FIXED)"], "FLOAT_3" => ["float", -18, -20, 2, "WAIT(FIXED)"], "FLOAT_4" => ["float", -20, -22, 2, "WAIT(FIXED)"], "JUMP_STOP" => ["float", 0, -80, 4, "WAIT(FIXED)"], "JUMP_LAND" => ["float", -80, 0, 4, "WAIT(FIXED)"], "LIFT" => ["float", 0, -30, 4, "WAIT(FIXED)"], #-------------------------------------------------------------------------- # ● 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 - アクションを取らせる対象。0はターゲット、それ以外はそのステートNoが # 付いているバトラー全部を対象とします。 # 数値に-マイナスを付けることで、その絶対値のスキルIDを習得している # 自分以外のアクターを対象とします(アクター限定) # インデックス(メンバー位置)で指定する場合、インデックス値に1000足します。 # 指定したインデックスが自分だったり存在しない場合(ATTACK_FAILやFLEE)は # 0番から順に参照し、誰も該当しなかった時は行動を中断します。 # # Reset Type - Specifies method of returning the battler to it's original # location. # Action Name - Specifies action used. If Type is Single, then the action is # executed. If Type is Sequence, the Action Name is Displayed. # 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 #-------------------------------------------------------------------------- # ※あくまでスプライトアクション上のターゲットを変えるだけで、戦闘上での # ターゲットは変更されません。戦闘行動中のバトラーだけが実行できます。 # Type - Always "target" # # Object - ターゲットを変更させる対象。0はターゲット、それ以外はそのステートNoが # 付いているバトラー全部のターゲットを変えます。 # 数値を負にすることでその絶対値のスキルIDを習得している味方全員を対象に。 # インデックス(メンバー位置)で指定する場合、インデックス値に1000足します。 # 指定したインデックスが自分だったり存在しない場合(ATTACK_FAILやFLEE)は # 0番から順に参照します。 # # 変更先…変更先内容 0=自分に 1=自分のターゲットに # 2=自分のターゲットに変更後、自身のターゲットを変更相手に # 3=変更した自身のターゲットを戻す(事前に2を実行していること) # Target Mod name Type Object 変更先 "REAL_TARGET" => ["target", 0, 0], "TWO_UNIFIED_TARGETS" => ["target", 18, 1], "FOUR_UNIFIED_TARGETS" => ["target", 19, 1], "ALLY_TO_THROW" => ["target", 1000, 2], "THROW_TARGET" => ["target", 1000, 3], #-------------------------------------------------------------------------- # ● Skill Linking #-------------------------------------------------------------------------- # Type - Always "der" # Chance - Probability in %, chance of successful execution. # Link - 派生するスキルが未修得でも実行可能ならtrue # SkillID - ID of the skill. # Action 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: ステート…条件となる被ステート人数。 # 符号が正でかかっている、負でかかっていないことが条件となります。 # [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 ??? # 派生名 Type Object Content Condition Value "2_MAN_ATK_COND" => ["nece", 3, 0, 18, 1], "4_MAN_ATK_COND" => ["nece", 3, 0, 19, 3], "FLOAT_STATE" => ["nece", 0, 0, 17, 1], "CAT_STATE"=> ["nece", 0, 0, 20, 1], #-------------------------------------------------------------------------- # ● Battler Rotation Actions #-------------------------------------------------------------------------- # Type - always "angle" # Time - Duration in frames. # Start - Starting angle. 0-360 degress. Negative values = counter clockwise. # - ing Angle. # Return - [true to angle simultaneously with end] # [false:はアクション中そのまま。] # Type Time Start 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:にするとEndと同時に等倍に戻ります。] [false:はそのまま。] # 拡大縮小中は一時的に転送元原点が変わりますが、この復帰で元に戻ります。 # 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 #-------------------------------------------------------------------------- # Type - always "anime" # ID - 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 reversed. # ウエイト…アニメ表示が終わるまで待つならtrue。 # 二刀用…trueで二刀流時限定でアニメを実行。アニメIDを-1にしたNORMAL_ATTACKの場合は # 左武器に設定されたアニメを表示します。スキルはスキルアニメを再度実行。 # Type ID Object Invert Report? Two Swords "OBJ_ANIM" => ["anime", -1, 1, false,false, false], "OBJ_ANIM_WEIGHT"=> ["anime", -1, 1, false, true, false], "OBJ_ANIM_WEAPON" => ["anime", -2, 1, false,false, false], "OBJ_ANIM_L" => ["anime", -1, 1, false,false, true], "HIT_ANIM" => ["anime", 1, 1, false,false, false], "KILL_HIT_ANIM" => ["anime", 11, 1, false,false, false], #-------------------------------------------------------------------------- # ● Magic Animation Settings #-------------------------------------------------------------------------- # Type - always "m_a" # ID - Animation ID as set in the database. # Object - …飛ばす対象 [0=Target] [1=Enemy] [2=Ally] [4=Self] # タイプ…[0=当たって消える] [1=直線に貫通] # Time - Number if frames in duartion # Arc - Trajectory - Positive Number: Arc Down, Negative Number: Arc Up # 0: No Arc # Xp - X Pitch - 微調整するX軸。飛ばす初期X座標が変化します。エネミーは自動で逆計算に。 # Yp - Y Pitch - 微調整するY軸。飛ばす初期Y座標が変化します。 # Start - Defines origin of animation movement. # [0=Self] [1=Target] [2=No Movement] # Z座標…アニメや武器をキャラより手前に表示するならtrue # 武器…下の貼り付ける武器、スキルアクション名を入れます。利用しないなら"" # Type ID Object タイプ Time Arc Xp Yp Start Z座標 武器 "START_MAGIC_ANIM" => ["m_a", 44, 4, 0, 52, 0, 0, 0, 2,false,""], "OBJ_TO_SELF" => ["m_a", 4, 0, 0, 24, 0, 0, 0, 1,false,""], "START_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, -24, 0, 0, 0,false,"WPN_ROTATION"], "END_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, 24, 0, 0, 1,false,"WPN_ROTATION"], "STAND_CAST"=> ["m_a", 80, 1, 0, 64, 0, 0, 0, 2, true,""], #-------------------------------------------------------------------------- # ● Weapon Animation Settings #-------------------------------------------------------------------------- # 貼り付けた武器画像の動き。この画像は武器アクションの画像とは別に設定できます。 # その場合貼り付ける画像は武器設定で行ってください。 # Start - Starting angle. 0-360 degress. # - ing angle. 0-360 degress. # Time - Duration, in frames, of each rotation. Rotation will repeat # until the animation is complete. # Start Time "WPN_ROTATION" => [ 0, 360, 8], #-------------------------------------------------------------------------- # ● Throwing Skill Animation Settings #-------------------------------------------------------------------------- # 貼り付けたスキル画像の動き。貼り付ける画像はスキル設定で行ってください。 # 始度…動作前の最初の角度。半時計回りで0~360度。 # 終度…動作後の角度。半時計回りで0~360度。 # 時間…回転にかける時間。小さいほど早い。動作は消えるまでループし続けます。 # 判別…判別に使うので、すべて"skill"で統一してください。 # 武器アクション名 始度 終度 時間 判別 "WPN_THROW" => [ 0, 360, 8, "skill"], #-------------------------------------------------------------------------- # ● Status Balloon Animation Settings #-------------------------------------------------------------------------- # Type - always "balloon" # 種類…ふきだしの種類(縦位置)を0~9で指定 # ループ…アニメ更新方法で、Endすると消えます。[0=片道] [1=往復] # ふきだし名 判別 種類 ループ "STATUS-NORMAL" => ["balloon", 6, 1], "STATUS-CRITICAL" => ["balloon", 5, 1], "STATUS-SLEEP" => ["balloon", 9, 1], #-------------------------------------------------------------------------- # ● 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. # Type Speed "FPS_SLOW" => ["fps", 20], "FPS_NORMAL" => ["fps", 60], #-------------------------------------------------------------------------- # ● 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" # リセット…戦闘後も変更を反映させるならfalse。キャラチップも変わります。 # Filename - Graphics file that is to be changed. # Type リセット Filename "TRANSFORM_CAT" => ["change", true,"$cat"], "TRANSFORM_CANCEL" => ["change", true,"$イルヴァ"], #-------------------------------------------------------------------------- # ● Image Handling Settings #-------------------------------------------------------------------------- # 始X…移動開始位置。画面から見たX座標。ピクチャの左上を原点とします。 # 始Y…移動開始位置。画面から見たY座標。 # 終X…移動EndX座標。 # 終Y…移動EndY座標。 # 時間…移動時間。大きいほど遅い。これを距離で割ったのが1フレーム移動距離です。 # Z軸…HPウインドウよりも手前に表示するならtrue # ピクチャファイル名…ピクチャフォルダ内のファイル名。 # 判別 始X 始Y 終X 終Y 時間 Z軸 ピクチャファイル名 "CUT_IN_START" => ["pic",-280, 48, 0, 64, 14,false,"Actor2-3"], "CUT_IN_END" => ["pic", 0, 48, 550, 64, 12,false,"Actor2-3"], #-------------------------------------------------------------------------- # ● Game Switch Settings #-------------------------------------------------------------------------- # Type - always "switch" # Switch - Switch Number from the game database. # ON/OFF - [true on] [false 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], #-------------------------------------------------------------------------- # ● Script operation Settings #-------------------------------------------------------------------------- # 判別…判別に使うので、すべて"script"で統一してください。 # # 簡易的なスクリプトをアクションに割り込ませます。サンプルのp = 1 の部分に # 任意のスクリプトを入れます。機能上、文字列は扱えません。 # # 操作名 判別 "TEST_SCRIPT" => ["script", " p = 1 "], #-------------------------------------------------------------------------- # ● Special Modifiers - Do Not Change These Names – LEFT UNTRANSLATED #-------------------------------------------------------------------------- # Clear image…表示しているピクチャを消します。 # Afterimage ON…バトラーの軌跡にAfterimage を残します。SEQUENCEアクション中はAfterimage し続けます。 # Afterimage OFF…Afterimage を消します。 # Invert…画像をInvertします。再度InvertさせるかCOORD_RESETしない限りInvertしたまま。 # Don't Wait…行動後、WAITアクションを取らせません。 # Can Collapse…ターゲットのHPが0になった場合、このタイミングでコラプスを # 開始させます。これがなければアクションEnd時にコラプスします。 # One Wpn Only…この次のSINGLEアクションのみ、One Wpn Onlyで行うようにします。 # 二刀でなければ処理を飛ばし、次のSINGLEアクションに移行します。 # Two Wpn Only…上とは逆に二刀ではないときのみ次のSINGLEアクションを有効にします。 # Process Skill…全体攻撃を個別で処理する場合の、リピート行動開始の目印です。 # Process Skill End…全体攻撃を個別で処理する場合の、リピート行動Endの目印です。 # Start Pos Change…元の座標(初期位置)を今いる位置に変更します。 # Start Pos Return…Start Pos Changeで変化した座標を元に戻します。 # Cancel Action…戦闘行動がEndしたとみなし、直後に次のキャラが行動開始します。 # Can Collapse機能も含んでおり、これ以降DAMAGEは与えられません。 # End…行動のEnd。これは入れなくてもアクションがなくなれば自動で認識します。 "Clear image" => ["Clear image"], "Afterimage ON" => ["Afterimage ON"], "Afterimage OFF" => ["Afterimage OFF"], "Invert" => ["Invert"], "Don't Wait"=> ["Don't Wait"], "Can Collapse" => ["Can Collapse"], "One Wpn Only" => ["One Wpn Only"], "Two Wpn Only" => ["Two Wpn Only"], "Process Skill" => ["Process Skill"], "Process Skill End" => ["Process Skill End"], "Start Pos Change" => ["Start Pos Change"], "Start Pos Return"=> ["Start Pos Return"], "Cancel Action" => ["Cancel Action"], "End" => ["End"] #-------------------------------------------------------------------------- # ● ウエイトについて #-------------------------------------------------------------------------- # SINGLEアクションで数値のみの場合、それがそのままウエイト時間となります。 # つまりSINGLEアクション名に数値のみの名称は使えないので注意してください。 # ウエイトは次のアクションに行かずに待つ時間ですが、バトラーアニメの更新は # 止まらずに行われます。 }
Dernière édition par Eisei le Sam 10 Juil 2010 - 14:46, édité 1 fois |
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