Theolized Sideview Battle System (In Game Editor + Version 2 Coming Soon)

Punisher699

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work in progress
 
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TheoAllen

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Well, have you tried it to make it different?
 

Punisher699

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yes like this

and it still using the first one 

Code:
  "K-Item" => [  [],    [:case,{    "id = 1" => [  [:pose, 3, 6, 4],  [:pose, 3, 7, 4],  ],    "id = 2" => [  [:pose, 3, 6, 4],  [:pose, 3, 7, 4],  [:sound, "MelBattleVoice", 100, 100],  [:wait, 12],  ],     }],  ],
 
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TheoAllen

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use double ==
 

Punisher699

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.... thx 

All for this ... so lame lol 

Sorry about this Theo 

Ps: I know that is not in your tutorial , if you want to add it :)  

Is there any script call list for every conditionnal branch ? 
 
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TheoAllen

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No problem, it's script call afterall, which not everyone know how to use
 

nio kasgami

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when I think I just saw your discussion about the "==" 

I think this more better to use 

the command "when" 

for me this more beautifull : >  

BUT 

is just because I love beautiful case method~
 

Punisher699

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Yeah it probably means "when" 

it's why I did a mistake ^^
 

TheoAllen

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Ps: I know that is not in your tutorial , if you want to add it :)

Is there any script call list for every conditionnal branch ? 
I think I will provide some conditional list script call in the wiki later. Good idea

Btw, it's not specific to my system, and mostly for event.

http://forums.rpgmakerweb.com/index.php?/topic/25759-script-call-collection-for-vxace/

http://forums.rpgmakerweb.com/index.php?/topic/25767-script-call-support-boards/

http://forums.rpgmakerweb.com/index.php?/topic/6248-script-call-equivalent-of-events/
 

Kraim

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Hi Theo, just wanna say, this is an amazing script, n i'm currently using it, and i'm loving the version 1.4 :D anyway i'm having an issue which i don't know if it's a compatibility issue, i'm using "Yanfly Engine Ace - Steal Items v1.03", it was working fine before i started using you're script, no matter where i move it in the script editor, it still doesn't work, the sequence works but nothing is stolen from enemies, is there a way around this please? I really need the steal skill for my game.
 

Jaymonius

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Yeah, I'm in that line up with the steal script myself, ha ha ha. XD

I really want to post a video of the progress I made thanks to this badass script, but I'm like juggling projects right now, it's so conflicting! XD
 

KeyToTruth12

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Can I use regular spritesheet? Or is it only compatible with Kaduki?
 

KeyToTruth12

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You can use regular spriteset. But please understand the basic on getting started wiki

Once you understand the basic, you will know the rest
It...looks awful. Watch the video below:




Did I do something wrong? My script settings are below.

- Config 1

# =============================================================================# Theolized Sideview Battle System (TSBS)# Version : 1.4ob1 (Open Beta)# Language : English# Translated by : Skourpy#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# Contact :#------------------------------------------------------------------------------# *> http://www.rpgmakerid.com# *> http://www.rpgmakervxace.net# *> http://theolized.blogspot.com#==============================================================================# Last updated : 2014.10.21# -----------------------------------------------------------------------------# Requires : Theo - Basic Modules v1.5b# >> Basic Functions # >> Movement # >> Core Result# >> Core Fade# >> Clone Image# >> Rotate Image# >> Smooth Movement# =============================================================================# Terms of Use :# -----------------------------------------------------------------------------# Credit me, TheoAllen. You are free to edit this script by your own. As long# as you don't claim it yours. For commercial purpose, don't forget to give me# a free copy of the game.# =============================================================================module TSBS # =========================================================================== MaxRow = 4 MaxCol = 3 # --------------------------------------------------------------------------- # Setting the ratio size of the sprite # MaxRow for row to down # MaxCol for side column /*note: like a frames */ # # so if you input MaxRow = 4 and MaxCol = 3 then the ratio size of your # spriteset must be 3 x 4 # =========================================================================== # =========================================================================== Enemy_Default_Flip = false # --------------------------------------------------------------------------- # Basically enemy sprite is facing left. but when battle scene it must facing # right. to avoid some glitch, you can set the value to true /*mirror*/ # =========================================================================== # =========================================================================== ActorPos = [ # <--- don't edit this # --------------------------------------------------------------------------- [430,230], [450,250], [470,270], # add more actor positions here ] # <-- don't edit this # --------------------------------------------------------------------------- # actor position in [x,y] coordinate. maximum battle members is depends at # how much you input the actor positions. # =========================================================================== # =========================================================================== TotalHit_Vocab = "Total Hit" # Info 1 TotalHit_Color = Color.new(230,230,50) # Info 2 TotalHit_Pos = [[51,10],[110,66]] # Info 3 TotalHit_Size = 24 # Info 4 # --------------------------------------------------------------------------- # this setting for showing the hit counter. for more information see the # description below : # # Info 1 : # showing the total hit text # # Info 2 : # for the text color, fill it with this format : # Color.new(red, green, blue). maximum value is 255 # # Info 3 : # position of total hit text, to set the position, follow the format below : # the coordinate is saved in 'nested array' where the first [x,y] is for the # text coordinate, and the second [x,y] is for numeric coordinate. # =========================================================================== # =========================================================================== TotalDamage_Vocab = "Damage" # Info 1 TotalDamage_Color = Color.new(255,150,150) # Info 2 TotalDamage_Pos = [[75,10],[110,90]] # Info 3 TotalDamage_Size = 24 # Info 4 # --------------------------------------------------------------------------- # this setting for showing the damage counter. for more information see the # description below : # # Info 1 : # showing the total damage text # # Info 2 : # for the text color, fill it with this format : # Color.new(red, green, blue). maximum value is 255 # # Info 3 : # position of total hit text, to set the position, follow the format below : # the coordinate is saved in 'nested array' where the first [x,y] is for the # text coordinate, and the second [x,y] is for numeric coordinate. # # Well, same as Total Hit setting :v # =========================================================================== # =========================================================================== Critical_Rate = 0.25 # --------------------------------------------------------------------------- # this rate is to specify an actor in critical state, 0.25 which means # if HP below 25% the actor is on critical state. # =========================================================================== # =========================================================================== Focus_BGColor = Color.new(0,0,0,128) # --------------------------------------------------------------------------- # Default color for :focus mode at action sequence. fill it with format below # --> Color.new(red, green, blue, alpha) # maximum value is 255 # =========================================================================== # +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Others Setting # --------------------------------------------------------------------------- # =========================================================================== CounterAttack = "Counterattacked!" # showing text "Counterattacked!" if counter attacked. Magic_Reflect = "Magic Reflected!" # showing text "Magic Reflected!" if some spell is reflected Covered = "Covered!" # showing text "Covered!" if a battler is being substitued UseShadow = true # Will battler use shadow? Set it to true / false. Default is true KeepCountingDamage = true # Keep counting damage even when the battler is dead (recommended : true) AutoImmortal = true # Tag all battlers as immortal when performing action sequence. Recommended # to set it to true if you're using YEA Battle Engine Looping_Background = true # Set background image as looping background. Recommended to set this to true PlaySystemSound = true # When target get hit by skill / item, it will automatically play sound. e.g, # when target evades the attack, then system will play evasion from the # system database. UseDamageCounter = true # Display the damage counter? Reflect_Guard = 121 # Default Animation for target if target reflecting magic TimedHit_Anim = 59 # Animation ID for timed-hit. # =========================================================================== end# =============================================================================## END OF GENERAL CONFIG## =============================================================================
- Config 2

Code:
# =============================================================================# Theolized Sideview Battle System (TSBS)# Version : 1.4ob1 (Open Beta)# Language : English# Some translation by : CielScarlet#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# Contact :#------------------------------------------------------------------------------# *> [URL="http://www.rpgmakerid.com#"]http://www.rpgmakerid.com#[/URL] *> [URL="http://www.rpgmakervxace.net#"]http://www.rpgmakervxace.net#[/URL] *> [URL="http://theolized.blogspot.com#==============================================================================%23"]http://theolized.blogspot.com#==============================================================================#[/URL] Last updated : 2014.10.21# -----------------------------------------------------------------------------# Requires : Theo - Basic Modules v1.5b# >> Basic Functions # >> Movement    # >> Core Result# >> Core Fade# >> Clone Image# >> Rotate Image# >> Smooth Movement# =============================================================================# Terms of Use :# -----------------------------------------------------------------------------# Credit me, TheoAllen. You are free to edit this script by your own. As long# as you don't claim it yours. For commercial purpose, don't forget to give me# a free copy of the game.# =============================================================================module TSBS  # <-- don't touch# =============================================================================#                             SHOW ACTOR ICON# =============================================================================%Q{  First Part : Showing Icon    This is where you define icon-icon that will be displayed when performed  action sequence during battle. Such as an actor swing his/her weapon. You  may add it as many as you want as long as you follow this format    "key" => [origin, x, y, z, start, end, dur, index, (flip?, sx, sy, dur)]]    Explanation :  - "key"  >> Text key that will be used to call. Every icon sequence must have              unique text key.  - origin >> Center point of icon. There're 5 kind of center point. There're              [0: Center] [1:Top-Left] [2: Top-Right] [3:Bottom-Left]              [4: Bottom-Right]  - x      >> Distance X from battler  - y      >> Distance Y from battler  - z      >> Is icon above battler? (true/false)  - start  >> Starting angle of icon  - end    >> Target angle of icon rotation  - dur    >> The rotate duration in frame (60 frame = 1 second)  - index  >> Icon index. Write -1 if you want to display actor weapon icon.              and -2 if you want to display the second weapon.                             You can also fill it up by text/string that will be evaluated as              script. The return must be integer though. For example              "actor.weapons[0].icon_index"  - flip?  >> Will be icon flipped? Fill with true / false. You can ommit               though. The default value is false                 OPTIONAL :  - flip?  >> Will icon flipped? Put true or false. You may omit this  - sx     >> X axis movement from original X axis  - sy     >> Y axis movement from original Y axis  - dur    >> Travel duration                Note :  The usage of icon itself will be revealed in action sequence on the third  part of these settings  }# -----------------------------------------------------------------------------# Here, where you define icon sequence that will be displayed# -----------------------------------------------------------------------------  Icons = {  # "Key"   => [origin, x,    y,      z, start, end, dur, index],    "Swing" => [4,     -5,  -12,   true,   -60,  70,   6,    -3],    "Clear" => [4,      0,    0,  false,     0,   0,   0,     0],      # Add more by yourself    } # <-- don't touch !# =============================================================================#                             DEFAULT SEQUENCES# =============================================================================%Q{  Second Part : Default sequence    Here where you define the default sequence for each battler movement. It's  very useful if you're too lazy to put <sideview> tag in actor notebox and  its attributes (like I did)    Example :  If you already define the Default_Idle = "IDLE"  Then you're not require to put this tag in actor notebox    <sideview>  idle : IDLE  </sideview>    It because every battler will be using same sequence. To be noted that you  have to have a same battler format. I mean, if battler_1 and the first row  is used for idle, then the rest of your battler should do the same    Those sequence keys can be looked after this part}# -----------------------------------------------------------------------------# Here, where you set the default setting of sequence for each action# -----------------------------------------------------------------------------  Default_Idle      = "IDLE"    # Idle sequence key  Default_Critical  = "HURT"   # Critical sequence key  Default_Evade_A   = "C-EVADE"   # Evade sequence key for actor  Default_Evade_E   = "E-EVADE"   # Evade sequence key for enemy  Default_Hurt      = "HURT"    # Hit sequence key  Default_Return    = "RESET"     # Return sequence key  Default_Dead      = "DEAD"    # Dead sequence key  Default_Victory   = "VICTORY" # Victory sequence key  Default_Escape    = "ESCAPE"    # Escape sequence key  Default_Intro     = ""           # Intro sequence key  Default_ACounter  = "Sol_Counter" # Counter attack for actor  Default_ECounter  = "ECounter"    # Counter attack for enemy      Default_SkillSequence = ["ATTACK"] # Default sequence for skill  Default_ItemSequence  = ["K-Item"] # Default sequence for item# =============================================================================#                             ACTION SEQUENCES# =============================================================================%Q{  Third part : Action Sequences   Here u can define battler movement for actor and enemy.  Get ready because there will be a mass instructions from here. so far there   are 34 modes you can use for sequence. Here is the list :    Initial release v1.0    1)  :pose             >> To change pose  2)  :move             >> To move into defined coordinates  3)  :slide            >> To slide from current coordinates  4)  :goto_oripost     >> To back into origin position  5)  :move_to_target   >> To move into target  6)  :script           >> To run a script  7)  :wait             >> Wait before next sequence  8)  :target_damage    >> Deal damage on target  9)  :show_anim        >> show animation on target  10) :cast             >> show aninmation on user  11) :visible          >> set up visibility  12) :afterimage       >> to turn afterimage on/off  13) :flip             >> flip battler  14) :action           >> call pre-defined action sequence  15) :projectile       >> throw a projectile  16) :proj_setup       >> set up projectile  17) :user_damage      >> damage on user  18) :lock_z           >> lock z coordinates. Lock shadow as well  19) :icon             >> show an icon  20) :sound            >> play a SE  21) :if               >> for branch condition  22) :timed_hit        >> timed hit function <beta>  23) :screen           >> modify screen  24) :add_state        >> add state on target  25) :rem_state        >> remove state on target  26) :change_target    >> change target  27) :show_pic         >> show a picture <not-tested>  28) :target_move      >> move target into defined coordinates  29) :target_slide     >> slide target from their position  30) :target_reset     >> reset target to origin position  31) :blend            >> change blend type of user  32) :focus            >> hid any non target battlers  33) :unfocus          >> show all hidden battler   34) :target_lock_z    >> to lock z coordinate of target. Also lock its shadow    Update v1.1  35) :anim_top         >> to play animation always in front of screen  36) :freeze           >> to freeze all non active movement <not-tested>  37) :cutin_start      >> to show cutin picture  38) :cutin_fade       >> to give fadein/fadeout effect on cutin  39) :cuitn_slide      >> to slide cutin picture  40) :target_flip      >> to flip target  41) :plane_add        >> to add looping picture  42) :plane_del        >> to remove looping picture  43) :boomerang        >> to add boomerang effect on projectile  44) :proj_afimage     >> to give an afterimage effect on projectile  45) :balloon          >> to show an balloon icon on battler    Update v1.2  46) :log              >> To give a text on battle log  47) :log_clear        >> To clear battle log message  48) :aft_info         >> To set up afterimage effect  49) :sm_move          >> Smooth move to specific coordinate  50) :sm_slide         >> Smooth slide from current position  51) :sm_target        >> Smooth move to target  52) :sm_return        >> Smooth move back to original position    Update v1.3  53) :loop             >> Call action sequence in n times  54) :while            >> Call action sequence while the condition is true  55) :collapse         >> Call default collapse effect  56) :forced           >> Force target to change action key  57) :anim_bottom      >> Play animation behind battler  58) :case             >> Branched action condition more than 2  59) :instant_reset    >> Instantly reset battler position  60) :anim_follow      >> Make animation follow battler  61) :change_skill     >> Change carried skill for easier use    Update v1.3b  62) :check_collapse   >> To perform collapse effect to target if dead  63) :reset_counter    >> To reset damage counter  64) :force_hit        >> To make next damage will be always hit  65) :slow_motion      >> To make slow motion effect  66) :timestop         >> To freeze the screen for certain frames  Update v1.3c  67) :one_anim         >> One animation display for area attack  68) :proj_scale       >> Scale the damage for projectile  69) :com_event        >> Call common event during action sequence  70) :scr_freeze       >> Freeze screen from update  71) :scr_trans        >> Perform screen transition    Update v1.4  72) :force_evade      >> Force target to evade  73) :force_reflect    >> Force target to reflect magic  74) :force_counter    >> Force target to counter  75) :force_critical   >> Force criticaly hit to target  76) :force_miss       >> Force miss target  77) :backdrop         >> Change Battlebacks  78) :back_trans       >> Backdrop Change transition  79) :reset_backdrop   >> Reset battleback  80) :target_focus     >> Custom target focus  81) :scr_fadeout      >> Fadeout screen  82) :scr_fadein       >> Fadein screen  83) :check_cover      >> Check battler cover  84) :stop_move        >> Stop movement for self if moving  85) :rotate           >> Rotate battler  86) :fadein           >> Self fadein  87) :fadeout          >> Self fadeout  88) :immortal         >> Immortal flag  89) :end_action       >> Force end action  90) :shadow           >> Shadow visibility  91) :autopose         >> Make an automatic pose  92) :icon_file        >> Call icon from specific graphic    ===========================================================================  *) create an action sequence  ---------------------------------------------------------------------------  to add new action sequence, do it by this format :   "Action Key" => [  [loop?, Afterimage?, Flip?], <-- replace with true / false (needed)  [:mode, param1, param2], <-- don't forget comma!  [:mode, param1, param2],  [:mode, param1, param2],  ....   ], <-- comma too!   Note :  > loop?    will the sequence looping? use true for idle, dead, or    victory pose. Not effect on skill or else.     > Afterimage?    use afterimage on the sequence?    when true the skill will use afterimage.     > Flip?    Will the battler flipped ? when true battler will be flipped. when false,     battler won't be flipped.        When nil / empty, battler will adjust itself to flip value from previous     action sequence. Only apply for skill sequence though        When nil / empty for non-skill action sequence, battler will adjust itself    to original value (actor won't be flipped. Enemy is depends on how do you    set them up. Do you put <flip> tag or not)     > :mode    Sequence mode which I already wrote above     > param1, param2    parameter of each mode. each mode has different parameters    make sure you read it carefully.      ===========================================================================  1)  :pose   | Change battler pose  ---------------------------------------------------------------------------  Format --> [:pose, number, cell, wait, (icon)],   Note :  This mode to change pose of battler from first cell into other cell   Parameters :  number  >> Is a number from the picture name. Like Ralph_1, Ralph_2  cell    >> is a cell frame from spriteset. Example if you use             3 x 4  spriteset, then from top left is 0 until 11 in bottom right             If you use a very long spriteset,              you can input with "cell(row, column)"             (without quotation of kors)  wait    >> Wait before next sequence in frames  icon    >> Icon key write between quotes ("example"). Icon here             is used to call icon sequence from first part.             if you dont want to show any, you can leave it empty               Example :  [:pose, 1, 1, 25],  [:pose, 1, cell(1,2), 25],  [:pose, 1, 1, 25, "Swing"],    ===========================================================================  2)  :move   | Move to a specified coordinates  ---------------------------------------------------------------------------  Format --> [:move, x, y, dur, jump, (height)],   Note :  This mode to move battler into a specified coordinates   Parameters :  x       >> X axis destination  y       >> Y axis destination  dur     >> duration in frames smaller number, faster movement  jump    >> Jump. Higher number higher jump  height  >> height location. Related with shadow placement (optional)   Example :  [:move, 150, 235, 60, 20],    ===========================================================================  3)  :slide   | Slide few pixel aside  ---------------------------------------------------------------------------  Format --> [:slide, x, y, dur, jump, (height)],   Note :  This mode to slide battler few pixel from origin coordinates based on what  have you input into.   Parameters :  x     >> X axis displacement  y     >> Y axis displacement  dur   >> duration in frames smaller number, faster movement  jump  >> Jump. Higher number higher jump  height  >> height location. Related with shadow placement (optional)   Example :  [:slide, -100, 0, 25, 0],    Note :  If battler is flipped, then X coordinate will be flipped as well. In other  word, regulary minus value of x means to be left. If battler flipped, then  it means to be right (uh, I hope u understand what I'm trying to say)    ===========================================================================  4)  :goto_oripost  | Back to origin position  ---------------------------------------------------------------------------  Format --> [:goto_oripost, dur, jump],   Note :  This mode to revert battler to origin position   Parameter  dur   >> duration in frames smaller number, faster movement  jump  >> Jump. Higher number higher jump   Example :  [:goto_oripost, 10, 20],    ===========================================================================  5)  :move_to_target  | Relative move to target  ---------------------------------------------------------------------------  Format --> [:move_to_target, x, y, dur, jump, (height)],   Note :  This mode to move battler to their target   Parameters :  x       >> X axis relative to target  y       >> Y axis relative to target  dur     >> duration in frames smaller number, faster movement  jump    >> Jump. Higher number higher jump  height  >> height location. Related with shadow placement (optional)   Example :  [:move_to_target, 130, 0, 25, 0],    Note 1:  If battler is flipped, then X coordinate will be flipped as well. In other  word, minus value of x means to be left. If battler flipped, then it means to  be right (uh, I hope u understand what I'm trying to say)    Note 2:  If the target is area attack, then the action battler will move to the center  of the targets    ===========================================================================  6)  :script   | Run a script call  ---------------------------------------------------------------------------  Format --> [:script, "script call"]   Note :  "script call" Is a content for a script call. Write it between quotes   example :  [:script, "$game_switches[1] = true"],    ===========================================================================  7)  :wait   | Waiting time in frames  ---------------------------------------------------------------------------  Format --> [:wait, frame],   Note :  Frame is a number used for waiting time in Frames. To be note that 60   frames is equal as 1 second   Example :  [:wait, 60],    ===========================================================================  8)  :target_damage   | Apply skill/item on target  ---------------------------------------------------------------------------  Format --> [:target_damage, (option)],   Note :  Option is a command to modify skill/item which will be used.  There is 3 option you can use. You can leave it empty if you don't need  it.   - Formula  Define skill with new formula. Formula must be write between quotes ("")   - Skill ID  You can change skill by using option.   - Damage Rate  You can change damage rate of the skill. Which will be double,   or half by inputing fraction number / float on option   Example :  [:target_damage],                            << Default  [:target_damage, "a.atk * 10 - b.def * 5"],  << Custom formula  [:target_damage, 10],                        << Apply other skill  [:target_damage, 1.5],                       << Damage scale    ===========================================================================  9)  :show_anim   | Run animation on target  ---------------------------------------------------------------------------  Format --> [:show_anim, (anim_id), (flip?), (ignore anim guard?)],   Note :  - Anim_id is an optional option. You can define certain sequence will play  which animation. Ignore this, then sequence will play default  animation on skill / weapon you have set in database   - Flip. Will the animation gonna be flipped? Ignore this if not needed   - Ignore anim guard is to ignore animation guard animation from target    Example :  [:show_anim],  [:show_anim, 25],  << Play animation ID 25  [:show_anim,116,false,true],    ===========================================================================  10) :cast   | Run animation on user  ---------------------------------------------------------------------------  Format --> [:cast, (anim_id), (flip)]   Note :  Like show anim. But the target is user. if anim_id is commited or nil, it  is same as skill animation in database    Flip is to flip animation which gonna be played. Default is same as battler  flip value   example :  [:cast],  << Run animation from used skill / item  [:cast, 25],  << Run animation ID 25 from database  [:cast, 25, true],  << Run animation ID 25 from database and flip the anim    ===========================================================================  11) :visible   | Set up battler visibility  ---------------------------------------------------------------------------  Format --> [:visible, true/false],   Note :  Parameter of visibility mode is only 1. And it is enough by inputing true  or false. When true, battler will be shown. False, battler will be hiden   Example :  [:visible, true],  [:visible, false],    ===========================================================================  12) :afterimage   | Turn on afterimage effect  ---------------------------------------------------------------------------  Format --> [:afterimage, true/false],   Note :  Parameter mode of afterimage like on visible mode. Only applied by true or  false   Example :  [:afterimage, true],  [:afterimage, false],    ===========================================================================  13) :flip   | Flip battler sprite horizontaly  ---------------------------------------------------------------------------  Format --> [:flip, (option)],   Note :  There are 3 options to flip battler sprite. Those are:  >> true     - to Flip  >> false    - to not Flip or return it to original  >> :toggle  - To flip sprite based on last condition   Note :  [:flip, true],  [:flip, false],  [:flip, :toggle],    ===========================================================================  14) :action   | Call a pre-defined action  ---------------------------------------------------------------------------  Format --> [:action, "key"],   Note :  Action mode is to combine action sequence. So you can just make a template  and you can combine it with others just by calling it.   Key is a sequence key of the sequence which will be combined    example :  [:action, "Magic Cast"],  [:action, "Firebolt"],    ===========================================================================  15) :projectile   | Throw a projectile  ---------------------------------------------------------------------------  Format --> [:projectile, anim_id, dur, jump, (icon), (angle_speed)],   Note :  Like a target damage mode. But in projectile form. when projectile reach the  target, then target will be damaged.   The parameters are :  anim_id     >> Animation id which will be display on projectile.  dur         >> Duration in frames.  jump        >> Jump.  icon        >> Icon ID, or string/text which will be defined as a script  angle_speed >> Rotation speed of an icon   Note :  [:projectile, 110, 10, 0, 0, 0],  [:projectile, 0, 10, 20, 188, 0],  [:projectile, 0, 10, 0, 147, 90],  [:projectile, 0, 20, 10, "item_in_use.icon_index", 90],    ===========================================================================  16) :proj_setup   | set up projectile  ---------------------------------------------------------------------------  Format --> [:proj_setup, start, end],   Note :  This mode to set up projectile. Recommended to call this before :projectile  to set up a projectile whch will be thrown   Start >> Projectile origin location from user  End   >> projectile destination (target)   Input start and end with these formula  :head   >> Target on upper part (head)  :middle >> Target on mid part (body)  :feet   >> Target on feet part (feet)   example :  [:proj_setup, :middle, :feet],    ########################### Update Version 1.4 ##############################    Format -> [:proj_setup, {}],    In newest version, you have more options to use this command. However, it's  still valid if you want to use the old model configuration like the one above.  How to use this command in newer version is to use this following format.    [:proj_setup, {:option => value, :option2 => value}],  [:projectile, ....],    Or something like this    [:proj_setup, {    :option1 => value,    :option2 => value,    :option3 => value,  }],  [:projectile, ....],    Where those options are :    #############################################################################  PLACEMENT SETTINGS :  >> :start       | Start point position of the projectile  >> :end         | End point position of the projectile  >> :start_pos   | Relative position from start point  >> :end_pos     | Relative position from end point  ----------------------------------------------------------------------------  Note for start/end point :  To set the start/end point of the projectile, you need to select the value  from these given options :    :head   => Top of the sprite (head)  :middle => Middle of the sprite (body)  :feet   => Bottom of the sprite (feet)  :none   => No reference. You need to specify yourself  :self   => End point reference same as start point. This :self is used              together with :end_pos. Also this value only valid for :end  Example :  [:proj_setup, {:start => :middle, :end => :head}],    Note for relative point setup :  Relative point is displacement from the original point. For example, you want  the projectile start point is in front of the battler    Parameter format  :start_pos  => [x, y],  :end_pos    => [x, y],    Example  [:proj_setup,{    :start => :middle,    :start_pos => [-25, 0],  }],    [:proj_setup,{    :start => :middle,    :end => :self,    :end_pos => [0, -100],  }],    ----------------------------------------------------------------------------  >> :reverse     | Reverse start/end point  ----------------------------------------------------------------------------  Note :  This option is to reverse the projectile start/end point where the projectile  launched from the target to subject. You only need to put this option to true    Example :  [:proj_setup,{    :reverse => true,  }],    #############################################################################  ANIMATION SETTINGS :  >> :anim_start  | Play animation on start point  >> :anim_end    | Play animation on end point  ----------------------------------------------------------------------------  Note :  This option is to allow you to play animation on projectile start/end    Example :  [:proj_setup, {    :anim_start => 10,    :anim_end => 11,  }],    Using the setting above, when the projectile created, it will play animation  ID 10 and when it reached its target, it will play animation ID 11. If you  want the animation ID is same as the skill, use :default    Example :  [:proj_setup, {    :anim_start => 10,    :anim_end => :default,  }],    ----------------------------------------------------------------------------  >> :anim_pos    | Projectile animation position  ----------------------------------------------------------------------------  Note :  If you use the projectile graphic is from the animation database, you could  set whether the animation will be displayed always on top, or relative where  if any other battler has larger Y position will be displayed over the   animation. Put the value between [-1: Behind],[0:n Normal],[1: Always on top]    Example :  [:proj_setup, {    :anim_pos => 1,  }],    ----------------------------------------------------------------------------  >> :anim_hit    | Play animation only when hit  ----------------------------------------------------------------------------  Note :  This option is to make the animation only played when the target succesfully  get hit by the projectile. To use this option, put the value to true    Example :  [:proj_setup, {    :anim_hit => true,  }],    ----------------------------------------------------------------------------  >> :flash       | Flash reference  ----------------------------------------------------------------------------  Note :  This option is to support the :anim_start and :anim_end. If you're using  "flash target" in animation database, the flashing sprite will be redirected  to the subject who throw the projectile and/or the target    Format --> :flash => [subj, target]   Change it to true or false    Example :  [:proj_setup, {    :anim_start => 10,    :anim_end => 11,    :flash => [true, true],  }],    #############################################################################  MOVEMENT SETTINGS :  >> :pierce      | Keep the movement after hit  >> :boomerang   | Boomerang. Return to subject after hit the target  >> :wait        | Wait before launched within the given time duration  ----------------------------------------------------------------------------  Note :  As I described above. :pierce will make the projectile keep moving after  hitting the target. While :boomerang will make the projectile return to the  subject. And wait is to make the projectile wait within the given frame   before launched    Examples :  [:proj_setup,{    :pierce => true,    :wait => 25,  }],    [:proj_setup,{    :boomerang => true,    :wait => 25,  }],    #############################################################################  EFFECT SETTINGS :  >> :aftimg      | Toggle on afterimage  >> :aft_opac    | Opacity easing per frame  >> :aft_rate    | Afterimage clone ratio  ----------------------------------------------------------------------------  Note :  - Those three settings are for set the afterimage effect. :aftimg is the    afterimage toggler. If you put it to true, projectile will dislay the    afterimage effect.  - While :aft_opac is for the speed of opacity easing for each afterimage    graphics per frame. If you put 25, then the opacity of each afterimage will    be reduced by 25 / frame  - While :aft_rate is the clone ratio. The smaller value, the thicker it will    be. The minimul value is 1.  - As a side note. Afterimage can only be seen if you use icon as the     projectile image. Not the animation.    Example :  [:proj_setup, {    :aftimg => true,    :aft_opac => 19,    :aft_rate => 1,  }],    ----------------------------------------------------------------------------  >> :angle       | Starting angle  ----------------------------------------------------------------------------  Note :  This option is for the starting angle of the projectile if you want to use  projectile from icon. For example, the starting angle is 90 degree    Example :  [:proj_setup, {    :angle => 90,  }],    #############################################################################  DAMAGE SETTINGS :  >> :damage      | Damage execution  >> :scale       | Damage scale  ----------------------------------------------------------------------------  Note :  - The :damage setting is to set the damage execution behaviour. Put the value    between -1, 0, or 1 within these rules      >> -1: Damage will be executed when projectile started to move    >>  0: Target receive no damage / no damage will be executed    >>  1: Damage execution on end (default)      - The :scale setting is for projectile damage scale just like [:target_damage]    command. You have to put the float number like 0.5      Example :  [:proj_setup, {    :damage => -1,    :scale => 0.5,  }],    #############################################################################  MODIFICATION :  >> :change      | Change flag  ----------------------------------------------------------------------------  Note :  Actually everytime you setup the projectile, the setup will be reseted back   and previous setup is not valid anymore.    Example :  [:proj_setup, {    :start_pos => [-25, 0],    :anim_start => 10,  }],  [:projectile, ...],  [:proj_setup, {:start_pos => [0, -25]}],  [:projectile, ....],    The second projectile wont havve :anim_start 10 since it reseted back each  time you call :proj_setup.    How to overcome this problem, you could use :change option like this  [:proj_setup, {    :start_pos => [-25, 0],    :anim_start => 10,  }],  [:projectile, ...],  [:proj_setup, {    :start_pos => [0, -25],    :change => true,  }],  [:projectile, ....],      ===========================================================================  17) :user_damage   | Damage on user -(SCRAPPED!)  In version 1.4 or more this function is no longer avalaible  ---------------------------------------------------------------------------    Instead, you could use this  [:change_target, 11],  [:target_damage],      ===========================================================================  18) :lock_z   | Lock Z coordinates. Lock shadow as well  ---------------------------------------------------------------------------  Format --> [:lock_z, true/false],   Note :  Z coordinates is a coordinates to define which sprite is nearest to player's  screen. In TSBS Z coordinates are dynamic. Sprite with most y coordinates   (most bottom) also got the highest Z coordinates value.   If a sprite move to upper part in screen, Then z coordinates can be dropped.   To prevent it, you can lock z coordinates with certain conditions   Z coordinates affecting battler shadow. If you lock it, then battler's shadow   also won't move   Example :  [:lock_z, true],  [:lock_z, false],    ===========================================================================  19) :icon   | Show an icon  ---------------------------------------------------------------------------  Format --> [:icon, "key"],   Note :  like a :pose command. just this one independent not affected by :pose mode   Example :  [:icon, "Swing"],    ===========================================================================  20) :sound  | Play a Sound effect  ---------------------------------------------------------------------------  Format --> [:sound, name, vol, pitch],   Note :  This mode to play a sound effect   Parameters :  name  >> Name of SE which present on folder Audio/SE  vol   >> Volume SE which will be played  pitch >> Pitch SE which will be played   Example :  [:sound, "absorb", 100, 100],    ===========================================================================  21) :if | Branched condition  ---------------------------------------------------------------------------  Format --> [:if, script, act_true, (act_false)],    Note :  To make a branched sequence. Wrong script call will throw an error. So be  careful, kay?    Parameters :  script    >> Is a String / Text will be evaluated as script.   Act_true  >> Action key will be called if the condition is true  Act_false >> Action key will be called if the condition is false. Can be               ommited if not necessary    Example :  [:if, "$game_switches[1]", "Suppa-Attack"],  [:if, "$game_switches[1]", "Suppa-Attack","Normal-Attack"],    --------------------  Alternative :  --------------------  If you don't want to make a new action sequence only for single sequence, you  could directly put a new array inside branched condition      Example :  [:if, "$game_switches[1]", [:target_damage]],  [:if, "$game_switches[1]", [:target_damage], [:user_damage]],    --------------------  Another alternative :  --------------------  If you don't want to make a new action sequence only for branched sequence,  you could put new sequence directly on the branch without making new action  key sequence.      Example, taken from Soleil normal attack (sample game):  [:if,"target.result.hit?",    [     [:target_slide, -5, 0, 3, 0],    [:slide,-5, 0, 3, 0],    ],  ],     ===========================================================================  22) :timed_hit  | Built-in timed hit function  ---------------------------------------------------------------------------  Format --> [:timed_hit, count],   Note :  Inspired from Eremidia: Dungeon!. Timed hit is a function when player hit a  certain button in a correct timing, then player will get a reward.  Like a skill damage become double.   This mode must be followed by [:if] where parameter is  [:if, "@timed_hit", "Suppa-Attack"],   Parameters :  Count is a timing chance for player to hit confirm / C in frames.  (And only confirm button)   Example :  [:timed_hit, 60],  [:wait, 60],  <-- You could change it to :pose  [:if, "@timed_hit", "Suppa-Attack"],   ########################### Update Versi 1.4 ##############################    In updated version 1.4 now you could make the timed hit function uses   different buttons. You also could check if the player press :SHIFT, :C or  any other buttons by using this way    [:timed_hit, 60, :SHIFT] <-- One button  [:timed_hit, 60, [:SHIFT, :C, :B]] <-- Many buttons    By using conditional branch, all you need to do is to put check condition like  "@timed_hit == :SHIFT". It's recommended to use :case command if you're using  many buttons    [:case, {    "@timed_hit == :SHIFT" => "Do Something",    "@timed_hit == :Z" => "Do Something",  }],    Nb : Command :case explanation is provided on other part    You could aslo specify the animation that will be played on battler when the  player successfuly press the button in right timing by putting the third  parameter as animation ID    Exmaple :  [:timed_hit, 10, :C, 10],    Animation ID 10 will be played if the player press the button in right timing    ===========================================================================  23) :screen | modify screen  ---------------------------------------------------------------------------  Format --> [:screen, submode, param1, param1],   Note :  This mode to modify screen. there are submode in :screen mode. those are :   :tone       >> like a tint screen on event  :shake      >> like a shake screen on event  :flash      >> like a flash screen on event  :normalize  >> Revert tint to original   --------------------------------------------------  Parameter (:tone)  Format --> [:screen, :tone, tone, dur],  - Tone  >> Tone.new(red, green, blue, gray)  - dur   >> Duration of tone changes in frames   Example :  [:screen, :tone, Tone.new(120, 90, 0, 0), 60]   --------------------------------------------------  Parameter (:shake)  Format --> [:screen, :shake, power, speed, dur],  - power >> Shake strength  - shake >> Shake speed  - dur   >> Duration of shake in frames   Example :  [:screen, :shake, 5, 10, 60],   --------------------------------------------------  Parameter (:flash)  Format --> [:screen, :flash, color, dur],  - color >> Color.new(red, green, blue, alpha)  - dur   >> Duration of flash in frames   Example :  [:screen, :flash, Color.new(255,255,255,128), 60],   --------------------------------------------------  Parameter (:normalize)  Format --> [:screen, :normalize, dur],  - dur   >> to revert screen into original   example :  [:screen, :normalize, 60],    ===========================================================================  24) :add_state  | Add state on target  ---------------------------------------------------------------------------  Format --> [:add_state, state_id, (chance), (ignore_rate?)],    Note :  Like the name. This mode to apply state based on chance on target.    Parameters :  state_id  >> State id from database  chance    >> Chance / opportunity. write between 1 ~ 100 or 0.0 ~ 1.0. The               default value is 100 if ommited  ignore_rate >> To ignore state rate features from database. Pick between true                 or false. The default is false if ommited  Example :  [:add_state, 10],  [:add_state, 10, 50],  [:add_state, 10, 50, true],    ===========================================================================  25) :rem_state  | Remove state on target  ---------------------------------------------------------------------------  Format --> [:rem_state, state_id, (chance)],    Note :  Like the name. This mode to remove state based on chance on target.   Parameter :  state_id  >> State id from database  chance    >> Chance / opportunity. write between 1-100. or 0.0 ~ 1.0. The               default value is 100 if ommited   Example :  [:rem_state, 10],  [:rem_state, 10, 50],    ===========================================================================  26) :change_target  | Change target *u don't say*  ---------------------------------------------------------------------------  Format --> [:change_target, option],   Note :  This mode to change target in the mid of action sequence.   there are 11 mode here. there are :   0   >> Revert to original target (target from database)  1   >> Target all (allies + enemies)  2   >> Target all (allies + enemies) except user  3   >> All enemies  4   >> All enemies except current target  5   >> All allies  6   >> All allies except user  7   >> Next random enemy  8   >> Next random ally  9   >> Absolute random target for enemies  10  >> Absolute random target for allies  11  >> Self   Example :  [:change_target, 0],  [:change_target, 1],  [:change_target, 2],  [:change_target, 3],  [:change_target, 4],  [:change_target, 5],  [:change_target, 6],  [:change_target, 7],  [:change_target, 8],  [:change_target, 9,  3],  <-- 3 absolute random target for enemies  [:change_target, 10, 3],  <-- 3 absolute random target for allies  [:change_target, 11],   Note :  Absolute target is a fixed target. Target won't get hit twice like default  random target in database does. However, absolute target doesn't affected  by TGR. So all battlers are threated equally    ===========================================================================  27) :show_pic  ---------------------------------------------------------------------------    Scrapped this function n version 1.4  Well, use common event to display the pic instead ~    ===========================================================================  28) :target_move  | Move target in certain coordinates  ---------------------------------------------------------------------------  Format --> [:target_move, x, y, dur, jump, (height)],   Note  :  This mode to move target into certain coordinates. Like a move mode but the  subject is the current target   Parameter :  x       >> X axis destination  y       >> Y axis destination  dur     >> Duration in frames. Smaller number, faster movement  jump    >> Jump. Higher number, higher height as well  height  >> height location. Related with shadow placement (optional)   Example :  [:target_move, 200,50,25,0],    ===========================================================================  29) :target_slide | slide targets from their coordinates  ---------------------------------------------------------------------------  Format --> [:target_side, x, y, dur, jump, (height)],   Note :  This mode is to slide target. Like slide mode but the subject is the current  target   Parameter :  x       >> X axis displacement  y       >> Y axis displacement  dur     >> Duration in frames  jump    >> Jump  height  >> height location. Related with shadow placement (optional)   example :  [:target_slide, 200,50,25,0],    ===========================================================================  30) :target_reset  | Return target to their origin location  ---------------------------------------------------------------------------  Format --> [:target_reset, dur, jump]   Note :  Like goto_oripost. But for a target   Parameter :  dur   >> Duration in frames  jump  >> Jump   Example :  [:target_reset, 5, 0],    ===========================================================================  31) :blend  | To change blend type of battler  ---------------------------------------------------------------------------  Format --> [:blend, type]   Note :  To change blend type of battler   Type with these option  0 >> Normal  1 >> Addition (bright)  2 >> Substract (dark)   Example :  [:blend, 0],  [:blend, 1],  [:blend, 2],    ===========================================================================  32) :focus  | To hid battlers which are not target  ---------------------------------------------------------------------------  Format --> [:focus, dur, (color)],   Note :  this mode is to hide target which are not target and user. So the action only   focus on subject and their target  Parameter :  dur   >> fadeout duration in frames  color >> Color.new(red, green, blue, alpha)   Example :  [:focus, 30],  [:focus, 30, Color.new(0,0,0,128)],    ===========================================================================  33) :unfocus  | To show all battler  ---------------------------------------------------------------------------  Format --> [:unfocus, dur],    Note :  Like focus. But this mode to cancel focus effect.   Must be called after using focus effect   Parameter :  dur >> Fadein duration in frames   Example :  [:unfocus, 30],    ===========================================================================  34) :target_lock_z  | Temporary lock Z coordinates of target  ---------------------------------------------------------------------------  Format --> [:target_lock_z, true/false]   Note :  Like :lock_z but only applied on target   Example :  [:target_lock_z, true],    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++                              UPDATE VERSION 1.1  +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++    ===========================================================================  35) :anim_top   | To play animation always in front of screen  ---------------------------------------------------------------------------  Format --> [:anim_top, (true/false)]   Note :  Flag to make animation played in front of screen. Put it before :cast or   :show_anim and set it to false afterward   Example :  [:anim_top],  [:cast],  [:anim_top, false],   [:anim_top],  [:show_anim],  [:anim_top, false],  ===========================================================================  36) :freeze | To freeze all movement but the active ones <not-tested>  ---------------------------------------------------------------------------  Format --> [:freeze, true/false]    Note :  To stop all update movement but the battler in action.   Don't forget to set it to false after the skill is over   Example :  [:freeze, true],  [:freeze, false],   Note :  Note yet tried, there might be a glitch or such    ===========================================================================  37) :cutin_start | To show a cutin picture  ---------------------------------------------------------------------------  Format --> [:cutin_start, file, x, y, opacity]    Note :  To show actor's cutin picture. But can be used to show a pic.   Because I make it to show cutin pic to start with, then i name it   :cutin_start   Parameters :  file    >> File picture name, must be in Graphics/picture  x       >> X start position  y       >> Y start position  opacity >> start opacity (input between 0 - 255)   Example :  [:cutin_start,"sol-cutin-nobg",100,0,0],   Note :  Only 1 picture can be shown    ===========================================================================  38) :cutin_fade | To give a fadein/fadeout effect on cutin  ---------------------------------------------------------------------------  Format --> [:cutin_fade, opacity, durasi]   Note :  To change opacity of cutin image to a certain value in given time duration   Parameters :  opacity >> Opacity target  durasi  >> Change duration in frames (60 = 1 detik)   Example :  [:cutin_fade, 255, 15],    ===========================================================================  39) :cutin_slide | To slide cutin image  ---------------------------------------------------------------------------  Format --> [:cutin_slide, x, y, durasi]    Note :  To slide cutin image to specific coordinate displacement in given time  duration    Parameters :  x       >> X slide value  y       >> Y slide value  durasi  >> Duration in frames (60 = 1 second)    Example :  [:cutin_slide, -100, 0, 30]    ===========================================================================  40) :target_flip | Flip target  ---------------------------------------------------------------------------  Format --> [:target_flip, true/false]   Note :  Simply to flip target   Example :  [:target_flip, true]  [:target_flip, false]    ===========================================================================  41) :plane_add | Add looping image  ---------------------------------------------------------------------------  Format --> [:plane_add, file, speed_x, speed_y, (above), (dur)]    Note :  This mode to add looping effect like Fog, parallax or any similiar things.   Parameter :  file    >> Picture name must be put in Graphics/picture  speed_x >> Scrolling speed to horizontal direction  speed_y >> Scrolling speed to vertical direction  above   >> Above battler? Define with true/false  dur     >> Duration of poping picture opacity from 0 until 255 in frames.              Can be ignored, 2 by default   Example :  [:plane_add,"cutin-bg",35,0,false,15],   Note :  Only 1 looping picture avalaible at this time    ===========================================================================  42) :plane_del | Delete / remove looping image  ---------------------------------------------------------------------------  Format --> [:plane_del, durasi]   Note :  This mode to delete a looping image which called by :plane_add with a   duration in frames.   Example :  [:plane_del, 30],    ===========================================================================  43) :boomerang | Give boomerang effect on projectile  ---------------------------------------------------------------------------  Format --> [:boomerang]   Note :  Flag to define projectile which will be back to user / caster after used.   Use before :projectile    Example :  [:boomerang],  [:projectile,0,8,15,154,20],    ===========================================================================  44) :proj_afimage | Give afterimage effects on projectile  ---------------------------------------------------------------------------  Format --> [:proj_afimage]   Note :  Flag to set the next projectile will be thrown with afterimage effects.  use it before :projectile    Example :  [:proj_afimage],  [:projectile,0,8,15,154,20],   If used together with :boomerang  [:boomerang],  [:proj_afimage],  [:projectile,0,8,15,154,20],    ===========================================================================  45) :balloon | To show ballon icon on battler  ---------------------------------------------------------------------------  Format --> [:balloon, id]   Note :  Show balloon on battler   Example :  [:balloon, 1]    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++                              UPDATE VERSION 1.2  +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++    ===========================================================================  46) :log | To display text in battle log  ---------------------------------------------------------------------------  Format --> [:log, "Text"]    Note :  This sequence mode is to display text in battle log. Use "<name>" to display  subject/battler's name    Example :  [:log, "<name> disappears!"],    ===========================================================================  47) :log_clear | To clear battle log message  ---------------------------------------------------------------------------  Format --> [:log_clear]    Note :  To clear battle log message. Doesn't need parameter    Example :  [:log_clear],    ===========================================================================  48) :aft_info | To set up afterimage effects  ---------------------------------------------------------------------------  Format --> [:aft_info, rate, fade_speed]    Note  :  It's to change afterimage effect. Such as getting thicker or change  afterimage fading speed    Parameters :  - rate  >> Afterimage thinkness. Lower value means thicker. The minimum value             is 1. Default value is 3.  - fade  >> Fadeout speed of afterimage. Lower value, lower fadeout as well.             The default value is 20.    Example :  [:aft_info, 1,10],    (P.S: :aft_info stands for "afterimage information")    ===========================================================================  49) :sm_move | Smoot slide to specific coordinate  ---------------------------------------------------------------------------  Format --> [:sm_move, x, y, dur, (rev)]    Note  :  Same as :move. But it supports acceleration to make it seems smooth. Doesn't  support jumping though    Parameters :  x   >> X coordinate destination  y   >> Y coordinate destination  dur >> Travel duration in frames  rev >> Reverse. If you set it true, sprite will be move at maximum speed.          While false, sprite will be move start from 0 velocity. Default value         is true           Example :  [:sm_move, 100,50,45],  [:sm_move, 100,50,45,true],    ===========================================================================  50) :sm_slide | Smooth slide from current position  ---------------------------------------------------------------------------  Format --> [:sm_slide, x, y, dur, (rev)]    Note  :  Same as :slide. But it supports acceleration to make it seems smooth. Doesn't  support jumping though    Parameters :  x   >> X displacement from origin coordinate  y   >> Y displacement from origin coordinate  dur >> Travel duration in frames  rev >> Reverse. If you set it true, sprite will be move at maximum speed.          While false, sprite will be move start from 0 velocity. Default value         is true           Example :  [:sm_slide, 100,50,45],  [:sm_slide, 100,50,45,true],    ===========================================================================  51) :sm_target | Smooth move to target  ---------------------------------------------------------------------------  Format --> [:sm_target, x, y, dur, (rev)]    Note  :  Same as :move_to_target. But it supports acceleration to make it seems   smooth. Doesn't support jumping though    Parameters :  x   >> X displacement from target  y   >> Y displacement from target  dur >> Travel duration in frames  rev >> Reverse. If you set it true, sprite will be move at maximum speed.          While false, sprite will be move start from 0 velocity. Default value         is true    Example :  [:sm_target, 100,0,45],  [:sm_target, 100,0,45,true],    Note 1:  If battler is flipped, then X coordinate will be flipped as well. In other  word, minus value of x means to be left. If battler flipped, then it means to  be right (uh, I hope u understand what I'm trying to say)    Note 2:  If the target is area attack, then the action battler will move to the center  of the targets    ===========================================================================  52) :sm_return | Smooth move back to original position  ---------------------------------------------------------------------------  Format --> [:sm_return, dur, (rev)]    Note  :  Same as :goto_oripost. But it supports acceleration to make it seems smooth.   Doesn't support jumping though    Parameter :  dur >> Travel duration in frames  rev >> Reverse. If you set it true, sprite will be move at maximum speed.          While false, sprite will be move start from 0 velocity. Default value         is true    Example :  [:sm_return,30],  [:sm_return,30,true],         +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++                              UPDATE VERSION 1.3  +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++    ===========================================================================    53) :loop | Call action key in n times  ---------------------------------------------------------------------------  Format --> [:loop, times, "Key"]    Note  :  Same as [:action,]. But instead of copying, you can do it in singe line.    Parameters :  times >> How many times action key will be called  Key   >> Action Key will be called    Example :  [:loop, 3, "CastPose"],    ===========================================================================    54) :while | Call action sequence while the condition is true  ---------------------------------------------------------------------------  Format --> [:while, cond, "key"]    Note  :  Similar as looping. But the action key will be repeated while the condition  is return true    Parameter :  cond >> Kondisi salah benar dalam script  key  >> Action key yang akan dipanggil    Example :  [:while, "$game_variables[1] < 10", "Sol_Strike"]    ===========================================================================    55) :collapse | Call default collapse effect  ---------------------------------------------------------------------------  Format --> [:collapse]    Note  :  It's to display collapse effect manually if you plan to use custom collapse  sequence. And please use ONLY for custom collapse effect    Example :  [:collapse],    ===========================================================================    56) :forced | Force target to switch action key  ---------------------------------------------------------------------------  Format --> [:forced, "key"]    Note  :  Force target to switch action key. If it used within counterattack, you  could make it as knockback effect and combo breaker if the attacker use  multiple hit attack    Parameters :  key >> Action Key will be used to target    Example :  [:forced, "KnockBack"],    ===========================================================================    57) :anim_bottom | Play animation behind battler  ---------------------------------------------------------------------------  Format --> [:anim_bottom]    Note  :  Same as [:anim_top]. But it will make the next animation will be played  behind the battler. Call right before [:cast] or [:show_anim] and set it to  false afterward    Examples :  [:anim_bottom],  [:cast, 69],  [:anim_bottom, false],    [:anim_bottom],  [:show_anim],  [:anim_bottom, false],    ===========================================================================    58) :case | Branched action conditions more than 2  ---------------------------------------------------------------------------  Format --> [:case, hash]    Note  :  Used to make branched condition more than 2. It comes in handy rather than   use nested if ([:if] inside [:if])    Parameter :  Hash >> Make a list of branched condition within this format          {            "Condition 1" => "ActionKey1",            "Condition 2" => "ActionKey2",            "Condition 3" => "ActionKey3",          }            Example :  [:case, {    "$game_variables[1] == 1" => "Action1",    "$game_variables[1] == 2" => "Action2",    "$game_variables[1] == 3" => "Action3",    "$game_variables[1] == 4" => "Action4",    "$game_variables[1] == 5" => "Action5",  }],    --------------------  Alternative :  --------------------  If you don't want to make a new action sequence only for single sequence, you  could directly put a new array inside branched condition.    Example :    [:case,{    "state?(44)" => [:add_state,45],    "state?(43)" => [:add_state,44],    "state?(42)" => [:add_state,43],    "true" => [:add_state,42],  }],    --------------------  Another alternative :  --------------------  If you don't want to make a new action sequence only for branched sequence,  you could put new sequence directly on the branch without making new action  key sequence.    Example :  [:case,{    "state?(44)" => [      [:show_anim, 1],      [:target_damage, 1],    ],        "state?(43)" => [      [:show_anim, 1],      [:target_damage, 1],    ],        "state?(42)" => [      [:show_anim, 1],      [:target_damage, 1],    ],        "true" => [      [:show_anim, 1],      [:target_damage, 1],    ],  }],    Another note :  If there are more than one condition which are true, then the top condition  will be used.    ===========================================================================    59) :instant_reset | Instantly reset battler position  ---------------------------------------------------------------------------  Format --> [:instant_reset]    Note  :  Just to instantly reset battler position (doesn't require wait to perform)    Example :  [:instant_reset],  ===========================================================================    60) :anim_follow | Make animation follow battler  ---------------------------------------------------------------------------  Format --> [:anim_follow]    Note :  Like [:anim_top]. But it will make the next animation to follow the battler  where it goes. Call right before [:cast] or [:show_anim] and set it to false  afterward    Example :  [:anim_follow],  [:cast, 69],  [:anim_follow, false],    [:anim_follow],  [:show_anim],  [:anim_follow, false],    Won't works for screen animation  ===========================================================================    61) :change_skill | Change carried skill for easier use  ---------------------------------------------------------------------------  Format --> [:change_skill, id]    Note :  More like [:target_damage, id]. But it doesn't deal damage. Instead, it will  change carried skill from battler. i.e, you could rescale it the damage  output or even change the attack formula.    Example :  [:change_skill, 13],  [:target_damage, 0.5],  [:wait, 15],  [:target_damage, 1.5],  [:wait, 15],  [:target_damage, 0.5],  [:wait, 15],    Damage output rescale from different skill id couldn't be done by regular   [:target_damage]. By calling this skill, now you could    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++                              UPDATE VERSION 1.3b  +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++    ===========================================================================    62) :check_collapse | To perform collapse effect to target if dead  ---------------------------------------------------------------------------  Format --> [:check_collapse]    Note :  Used to perform collapse to target if target is dead. In other words,  collapse sequence will be played during action sequence. Collapse effect won't  be played if target still alive    Example :  [:target_damage],  [:check_collapse],    ===========================================================================    63) :reset_counter | To reset damage counter  ---------------------------------------------------------------------------  Format --> [:reset_counter]    Note :  Used to reset damage counter. If the damage counter display the total hit as  5, by calling this command, then the damage counter will be resetted back  to 1    Example :  [:reset_counter],    ===========================================================================    64) :force_hit | To make next damage will be always hit  ---------------------------------------------------------------------------  Format --> [:force_hit]    Note :  Used to make attack by the next [:target_damage] will be always hit. Call  before the [:target_damage] is executed    Example :  [:force_hit],  [:show_anim],  [:target_damage],    Important note :  I might change usage of this command in later version. It might be completely  different. Make sure keep eye on this command in later version if you want to  use.    Follow-up note version 1.4 :  Happy news! I didn't change the command.    ===========================================================================  65) :slow_motion | To make slow motion effect  ---------------------------------------------------------------------------  Format --> [:slow_motion, frame, rate]    Note :  This command used to make slow motion effect.    Parameters :  Frame >> How long (in frame) slow motion will take effect?  Rate  >> Slowdown rate. The default FPS is 60. If you put the value as 2,           then the FPS would be dropped to 30. If you put higher value, the           FPS would be dropped to 20, 15, 10 ...    Example :   [:slow_motion, 30, 2],    P.S :  The reason why I didn't use Graphics.frame_rate instead is because it makes  the game.exe screen less responsive    ===========================================================================  66) :timestop | To freeze the screen for certain frames  ---------------------------------------------------------------------------  Format --> [:timestop, frame]    Note :  This command is used to stop the screen for a brief time (in frames)    Example :  [:timestop, 60],    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++                              UPDATE VERSION 1.3c  +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++  ===========================================================================    67) :one_anim | One animation display for area attack  ---------------------------------------------------------------------------  Format --> [:one_anim],    Note :  It's animation flag. The next animation will be played only one if the  current target is area target. The animation will be played in the middle  of all targets. Put this command on before [:show_anim]. Can be used to  projectile as well    Example :  [:one_anim],  [:show_anim],    ===========================================================================    68) :proj_scale | Scale the damage for projectile  ---------------------------------------------------------------------------  Format --> [:proj_scale, (scale / formula)],    Note :  This command is to rescale damage from projectile attack. Unlike other flag   which only take effect only once. This command it will take effect until you   explicitly remove it.    You could fill it by scale like [proj_scale, 1.0], or damage formula like  [proj_scale, "a.atk * 4 - b.def * 2"],    Example :  [:projectile, ...], # <-- this won't take the effect  [:proj_scale, 0.5], # <-- scale damage to 50%  [:projectile, ...], # <-- this will take the effect  [:projectile, ...], # <-- this will take the effect  [:proj_scale, 1.0], # <-- scale damage back to 100%    ===========================================================================  69) :com_event | Call common event during action sequence  ---------------------------------------------------------------------------  Format --> [:com_event, id],    Note :  This command is to call common event during action sequence. Common event  will running while action sequence is being performed.    Example :  [:com_event, 1], # <-- this will run common event number 1    ~~~~~~~~~~~~~~~~~~~  To prevent action sequence is being continued, you could use [:while] command  and "event_running?" as the script call check.    Example :  [:com_event, 1],  [:while, "event_running?", "K-Idle"],    While common event is running, then the sprite will perform "K-Idle" in   looping until the common event end.    ===========================================================================    70) :scr_freeze | Freeze screen from update  ---------------------------------------------------------------------------  Format --> [:scr_freeze],    Note :  To freeze screen from update. Unlike [:freeze], this one is completely freeze  the game screen. It must be called before you call the screen transition    Example :  [:scr_freeze], # <-- remember. It doesn't have any parameter like true/false    ===========================================================================    71) :scr_trans | Perform screen transition  ---------------------------------------------------------------------------  Format --> [:scr_trans, "file", dur, (vague)],    Note :  Used to make screen transition after screen is frozen. [:scr_freeze] need to  be called before use this command.    Parameters :  "file" >> Filename of transition picture located in Graphics/pictures  dur    >> Transition duration in frame (60 frame = 1 second)  vague  >> Ambiguity value. Greater value greater ambiguity. Can be omitted.            The default value is 40    Example :  [:scr_freeze],  [:plane_add, "magic_square01", 0, 0, false, 1],  [:focus, 1, Color.new(0,0,0,0)],  [:scr_trans, "Circle", 60],    [:scr_freeze],  [:plane_add, "magic_square01", 0, 0, false, 1],  [:focus, 1, Color.new(0,0,0,0)],  [:scr_trans, "Circle", 60, 120],  +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++                              UPDATE VERSION 1.4  +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++    ===========================================================================    72) :force_evade      | To make target always evade  73) :force_reflect    | To make target reflect magic  74) :force_counter    | To make target always counterattack  75) :force_critical   | To make an attack always critical hit  76) :force_miss       | To make an attack always miss to target  ---------------------------------------------------------------------------  Format --> [:force_x, (true/false)],    Note :  These are "force serials" just like [:force_hit]. Put this command right   before [:target_damage]. For example if you put [:force_evade] then the  target will always evade your attack. Don't forget to set to false afterward    Example :  [:if, "@timed_hit", [:force_evade]],    ===========================================================================    77) :backdrop         | To change battle backdrops temporary  78) :back_trans       | To set the transition of battle backdrops  79) :reset_backdrop   | To revert back the battle backdrops  ---------------------------------------------------------------------------  Format --> [:backdrop, "Name1", "Name2"],    Note :  The :backdrop command is to change battlebacks. Where the 'name1' represent  as battleback1 and so goes with 'name2'    Example :  [:backdrop, "Lava2", "Lava"],    ------------------------------  Format --> [:back_trans, {}],    Note :  This command is to setup the transition when you want to change the battle  backdrops by using [:backdrop] command. The kind of settings is similar to  the new [:proj_setup] with these parameters    :switch   => Want to use transition? (true/false)  :duration => Duration  :name     => Transition file which exited on Graphics/system  :vague    => Vague value. Larger value tend to more blurry (max. 255)    Example :  [:back_trans, {:name => "Whirlwind", :duration => 60, :vague => 180}],    ------------------------------  Format --> [:reset_backdrop]    Note :  To revert back the battlebacks to original after changed by [:backdrop]  This command require no parameter.    ===========================================================================  80) :target_focus     | Custom target focus  ---------------------------------------------------------------------------  Format --> [:target_focus, (option)]    Note :  This command give you more option to set which battler will be stay on screen  when performing [:focus] command. Put this command right before [:focus]    Command ini adalah untuk memberikan opsi battler yang mana saja yang akan  tetap ditampilkan saat command [:focus] dipanggil. Taruh command ini sebelum  [:focus].    Parameter :  Choose between these numbers  0 > Current target(s)  1 > All enemies  2 > All allies  3 > All enemies and allies    Example :  [:target_focus, 1],  [:focus, ...],    ===========================================================================  81) :scr_fadeout      | Fadeout screen  82) :scr_fadein       | Fadein screen  ---------------------------------------------------------------------------  Format --> [:scr_fadeout, duration],  Format --> [:scr_fadein, duration],    Note :  These command above is to make screen fadeout or fadein just like in event.  Duration is a time duration for fade effect in frame    Example :  [:scr_fadeout, 30],    ===========================================================================  83) :check_cover  | To check if there is another battler subtituted the target  ---------------------------------------------------------------------------  Format --> [:check_cover],    Note :  This command is to check if the current target has substitute battler just to  avoid some weird action sequence. Put this command before [:target_damage]  is called or right before the projectile reach the target.    Example :  [:check_cover],  [:wait, 10],  [:target_damage],  [:show_anim],    ===========================================================================  84) :stop_move        | To stop movement (if moving)  ---------------------------------------------------------------------------  Format --> [:stop_move],    Note :  This command is simply to stop the subject from moving    Example :  [:slide, -100, 0, 40, 10],  [:wait, 20],  [:stop_move],    ===========================================================================  85) :rotate           | Simply rotate the subject battler  ---------------------------------------------------------------------------  Format --> [:rotate, start, end, duration],    Note :  Simply rotate the subject battler    Parameters  > start     : Starting angle  > end       : Target angle  > duration  : Rotate duration    Contoh :  [:rotate, 0, 360, 45],  [:rotate, 0, 360 * 4, 90], (four times spin)    ===========================================================================  86) :fadein           | To make the battler fadein  87) :fadeout          | To make the battler fadeout  ---------------------------------------------------------------------------  Format --> [:fadein, duration],  Format --> [:fadeout, duration],    Note :  These commands are to make the battler fadeout/fadein within the given time  duration. It's recommended if you call [:fadeout] you also need to call  [:fadein] or your battler will be invisble all time    Example :  [:fadeout, 30],  [:wait, 30],  [:fadein, 30],    ===========================================================================  88) :immortal         | Flag the battler as immortal temporary  ---------------------------------------------------------------------------  Format --> [:immortal],    Note :  This command is to flag the target(s) battler as immortal. The target(s) won't  inflicted by death state until collapse check is performed. Put this command  before [:target_damage].    You don't need to use this command if you set the AutoImmortal on config 1  to true    Example :  [:immortal],  [:show_anim],  [:target_damage],  [:wait, 45],  [:check_collapse],    ===========================================================================  89) :end_action       | To force end / break action sequence  ---------------------------------------------------------------------------  Format --> [:end_action],    Note :  This command is to force the battler to end its skill sequence even it's  still in the middle of performing action sequence    ===========================================================================  90) :shadow           | To make the shadow visible or not  ---------------------------------------------------------------------------  Format --> [:shadow, true / false]    Note :  This command is to make ALL the battler shadow to visible or invisible    Example :  [:shadow, true],  [:shadow, false],  ===========================================================================  91) :autopose         | To make an automatic pose  ---------------------------------------------------------------------------  Format --> [:autopose, number, frame, wait]    Note :  This command is just to simplify of making sequence. Just like a function  "Play all animation in row x". This command still need :wait command to  gets its job done.    Parameters :  number  >> Is a number from the picture name. Like Ralph_1, Ralph_2  row     >> Which row do you want to animate?  wait    >> Delay in frame for each animation    Example :  [:autopose, 1, 1, 15],  [:wait, 15 * 3],    ===========================================================================  92) :icon_file        | To call icon from specific graphic  ---------------------------------------------------------------------------  Format --> [:icon_file, file],    Note :  This command is to show icon from the graphic that existed on Graphics/system.  If you call this command before you show the icon, then when the icon is  shown, it will use the graphic from the filename you specified instead of  the weapon icon itself    Example :  [:icon_file, 'Sword'],}# =============================================================================  AnimLoop = { # <-- Do not touch at all cost!# -----------------------------------------------------------------------------# Define you own custom sequences here.# -----------------------------------------------------------------------------  "IDLE" => [  #[Loop, afterimage, flip]  [true, false, false],  [:pose,     1,   4,   10],  [:pose,     1,   5,   10],  [:pose,     1,   4,   10],  [:pose,     1,   3,   10],  ],  # ---------------------------------------------------------------------------  # Enemy idle sequence  # ---------------------------------------------------------------------------  "Enemy_IDLE" => [  [true, false, true],  [:pose,     1,   0,   10],  [:pose,     1,   1,   10],  [:pose,     1,   2,   10],  [:pose,     1,   3,   60],  ],  # ---------------------------------------------------------------------------  # Basic attack sequence  # ---------------------------------------------------------------------------  "ATTACK" => [  [false, false, nil],  [:move_to_target, 0, 0, 10, 10],  [:wait, 10],  [:target_damage],  [:show_anim],  [:wait, 5],  ],  # ----------------------------------------------------------------------------  # Basic Hurt Sequence  # ----------------------------------------------------------------------------  "HURT"=> [  [false, false, false],  [:sound, "Damage5", 100, 100],  [:wait, 5],  ],  # ---------------------------------------------------------------------------  # Move to target  # ---------------------------------------------------------------------------  "MOVE_TO_TARGET_FAR" => [  [:move_to_target, 130, 0, 15, 10],  [:pose, 1, 9, 7],  [:pose, 1, 11, 8],  [:pose, 1, 0, 20],  ],  # ---------------------------------------------------------------------------  # Move to target  # ---------------------------------------------------------------------------  "MOVE_TO_TARGET" => [  [:move_to_target, 50, 0, 15, 10],  [:pose, 1, 9, 7],  [:pose, 1, 11, 8],  [:pose, 1, 0, 20],  ],  # ---------------------------------------------------------------------------  # Skill cast  # ---------------------------------------------------------------------------  "SKILL_CAST" => [  [:cast, 81],  [:wait, 60],  ],  # ---------------------------------------------------------------------------  # Target damage  # ---------------------------------------------------------------------------  "Target Damage" => [  [:target_damage],  [:show_anim],  ],  # ---------------------------------------------------------------------------  # Use item sequence  # ---------------------------------------------------------------------------  "ITEM_USE" => [  [false,false,nil],  [:slide, -50, 0, 10, 10],  [:wait, 30],  [:show_anim],  [:target_damage],  [:wait, 60],  ],  # ---------------------------------------------------------------------------  # Default reset sequence  # ---------------------------------------------------------------------------  "RESET" => [  [false,false,:ori],  [:visible, true],  [:unfocus, 30],  [:icon, "Clear"],  [:camera, "Screen"],  [:if, "@ori_x != x || @ori_y != y", # If location changed?    [    [:goto_oripost, 17,10],    [:pose,1,11,17],    ],  ],  ],  # ---------------------------------------------------------------------------  # Default escape sequence  # ---------------------------------------------------------------------------  "ESCAPE" => [  [false,false,false],  [:slide, 150, 0, 10, 25],  [:wait, 30],  ],  # ---------------------------------------------------------------------------  # Default guard sequence  # ---------------------------------------------------------------------------  "GUARD" => [  [false,false],  [:action, "Target Damage"],  [:wait, 45],  ],  # ---------------------------------------------------------------------------  # Default enemy evade  # ---------------------------------------------------------------------------  "E-evade" => [  [],  [:ignore_flip],  [:slide, -50, 0, 14, 20],  [:wait, 20],  [:goto_oripost, 7, 0],  [:wait, 7],  ],    }  end
 

TheoAllen

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As I said ... Understand the basic...

I don't believe if you read my instructions
 

KeyToTruth12

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I have read the instructions. What makes you think I haven't? I can animate the Kaduki battlers fine, but not original spritesheets. I understand that you have to look for the sprite index (Kaduki is 0-1-2-1), and I've found it. Since the original spritesheet looks like this:



That means it should be 4-5-4-3, right? I've set it up like that, but it ended like the video above.
 

TheoAllen

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You're not using 3x4 spriteset
 

KeyToTruth12

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Then what size it is? If you have to modify it, then it won't be "original" again lol

EDIT: Oh, wait, I've cropped it and it works...yay? You should write that in the wiki if people wants to use their original spritesheets.
 
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Seu joão

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Theo i have one question, how do you make these side view characters battlers?
 

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