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"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], ], }], ],
I think I will provide some conditional list script call in the wiki later. Good ideaPs: I know that is not in your tutorial , if you want to add it
Is there any script call list for every conditionnal branch ?
You can use regular spriteset. But please understand the basic on getting started wikiCan I use regular spritesheet? Or is it only compatible with Kaduki?
It...looks awful. Watch the video below:You can use regular spriteset. But please understand the basic on getting started wiki
Once you understand the basic, you will know the rest
# =============================================================================# 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