Varkan Seigneur d'Acassia
Nombre de messages : 1453 Age : 35 Date d'inscription : 15/10/2006
| Sujet: Re: SBS Lun 13 Sep - 5:06 | |
| Voilà une partie de ma config, la plus importante : - Spoiler:
#-------------------------------------------------------------------------- # ● Settings #-------------------------------------------------------------------------- # Battle member starting positions # Position 1, Pos. 2, Pos. 3, Pos. 4 # X Y X Y X Y X Y ACTOR_POSITION = [[415,180],[435,195],[455,210],[475,230]] # Maximum party members that can fight at the same time. # Remember to add/remove coordinates in ACTOR_POSITION if you adjust # the MAX_MEMBER value. MAX_MEMBER = 4 # Delay after a battler completes an action in frames. ACTION_WAIT = 12 # Delay before enemy collapse (defeat of enemy) animation in frames. COLLAPSE_WAIT = 12 # Delay before victory is processed in frames. WIN_WAIT = 70 # Text that appears in Help Window when Guard is used. GUARD_HELP_TEXT = "Se protège" # Text that appears in Help Window when escaping from battle. ESCAPED_HELP_TEXT = "Fuit" # BattleFloor display options: FLOOR = [ X-pos, Y-pos, Opacity] FLOOR = [0,96,128] # BattleFloor image file in the System folder. If "", none is used. BATTLEFLOOR_GRAPHIC = "BattleFloor" # Emotion Balloon graphics file in the System folder. Balloons used in battle # can be different than those used in a game map. Balloon file must be # 10x8 frames, similar to the RTP Balloons. BALLOON_GRAPHICS = "Balloon" # Animation ID for any unarmed attack. NO_WEAPON = 82 # Damage modifications when using two weapons. Values are percentages. # 2nd Wpn value will also directly affect skill damage caused by actors # while wielding two weapons. Be aware of this when adjusting 2nd Wpn value. # 1st Wpn, 2nd Wpn TWO_SWORDS_STYLE = [100,100] # Revivial Animation ID when revived by an Auto-Life State RESURRECTION = 41 # Damage POP image file name located in the System folder. Numbers are # arranged 0 to 9. DAMAGE_GRAPHICS = "Number+" # Image file for recovery numbers. RECOVER_GRAPHICS = "Number-" # true: Use separate number graphics for MP recovery and damage. # false: Use original method which uses DAMAGE_GRAPHICS and RECOVER_GRAPHICS # for MP recovery and damage. USE_MP_POP_GRAPHICS = true # Image file for MP damage numbers. MP_DAMAGE_GRAPHICS = "MP_Number+" # Image file for MP recovery numbers. MP_RECOVER_GRAPHICS = "MP_Number-" # Distance adjustment (in pixels) between POP Damage digits. Can be negative. NUM_INTERBAL = -12 # Duration (in frames) POP numbers are displayed. NUM_DURATION = 68 # true: Disable Window skin behind the POP Window such as from state names. # false: POP Window skin is used. NON_DAMAGE_WINDOW = false # POP Window indicator text. For no text results, use "". POP_DAMAGE0 = "" # Attack results 0 damage POP_MISS = "Manqué" # Attack missed POP_EVA = "Esquivé" # Attack avoided POP_CRI = "Critique" # Attack scored a critical hit POP_MP_DAM = "RK affaibli" # Attack caused MP loss POP_MP_REC = "RK restauré" # Attack restored MP # Set to false to remove shadow under all battlers in all cases. SHADOW = true # true: Use actor's walking graphic. # false: Don't use actor's walking graphic. # If false, battler file with "_1" is required since walking graphic file # is not used. "_1" and subsequent files ("_2", "_3", etc.) must have # the same length and width as the "_1" file. WALK_ANIME = false # Number of vertical columns in an animated battler file. ANIME_PATTERN = 3 # Number of horizontal rows in an animated battler file. ANIME_KIND = 4 # Set true to enable back attacks. BACK_ATTACK = true # Set true to reverse actors in event of back attack. Not functional. BACK_ATTACK_NON_BACK_MIRROR = true # Set equipment and skills to protect against back attacks # Defined equipment must be equipped to take effect, skills must be aquired # and switches must be ON. # For a single weapon: = [1] or Multiple Weapons: = [1,2] # Weapon IDs NON_BACK_ATTACK_WEAPONS = [] # Shield IDs NON_BACK_ATTACK_ARMOR1 = [] # Helmet IDs NON_BACK_ATTACK_ARMOR2 = [] # Armor IDs NON_BACK_ATTACK_ARMOR3 = [] # Accessory IDs NON_BACK_ATTACK_ARMOR4 = [] # Skill IDs NON_BACK_ATTACK_SKILLS = [] # Switch IDs (takes precedence over everything else) If switch is ON, # Back attack guaranteed. BACK_ATTACK_SWITCH = [] # If another Game_Battler method can alter immortality put the name # here in quotes # Example: ["my_script_set_immortal"] # The method will then automatically assign 'non_dead' to the correct value. # This is unecessary unless another script can change the value of @immortal # through a nonstandard accessor. Otherwise, ignore this. IMMORTALITY_CHANGING_METHODS = ["your_method_here"] # (untested) #============================================================================== # ■ ANIME Engine #------------------------------------------------------------------------------ # ANIME hashes are utilized by ACTION sequences and have no utility alone. #============================================================================== # An ANIME hash cannot be used by itself unless it is used as part of an # ACTION sequence. ANIME = { #-------------------------------------------------------------------------- # ● Battler Frame Animations #-------------------------------------------------------------------------- # No. - Battler graphic file used. # 0: Normal Battler Graphic. In the case of Actors, 0 refers to # default walking graphic. # n: "Character Name + _n", where n refers to the file number # extension. An example file would be "$Ralph_1". These # files are placed in the Characters folder. # Use "_1" for non-standard battler, like Minkoff's or Kaduki. # # Row - Vertical position (row) of cells in battler graphic file. (0~3) # Speed - Refresh rate of animation. Lower numbers are faster. # Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 1 ... # [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 3 ... # [2: One Loop, no repeat] Example: 1 2 3 . # Wait - Time, in frames, before animation loops again. # Does not apply if Loop=2 # Fixed - Defines loop behavior or specific fixed frame display. # -2: Reverse Loop Animation. Also reverses weapon animation. # -1: Normal Loop Animation # 0~2: Fixed frame display. Refers to frame on character sprite # sheet starting where 0 = left-most frame. # Z - Set battler's Z priority. # Shadow - Set true to display battler shadow during animation; false to hide. # Weapon - Weapon Animation to play with battler frame animation. For no # weapon animation, use "".
# ANIME Key No. Row Speed Loop Wait Fixed Z Shadow Weapon "WAIT" => [ 1, 0, 15, 0, 0, -1, 0, true,"" ], "WAIT(FIXED)" => [ 1, 1, 10, 2, 0, 1, 0, true,"" ], "RIGHT(FIXED)" => [ 0, 2, 10, 1, 2, 1, 0, true,"" ], "DAMAGE" => [ 1, 3, 4, 2, 0, -1, 0, true,"" ], "ATTACK_FAIL" => [ 2, 3, 10, 1, 8, 0, 0, true,"" ], "MOVE_TO" => [ 1, 1, 1, 1, 0, -1, 0, true,"" ], "MOVE_AWAY" => [ 1, 2, 2, 1, 0, -1, 0, true,"" ], "ABOVE_DISPLAY" => [ 0, 1, 2, 1, 0, -1, 600, true,"" ], "WPN_SWING_V" => [ 3, 1, 1, 2, 0, -1, 2, true,"VERT_SWING"], "WPN_SWING_VL" => [ 3, 1, 1, 2, 0, -1, 2, true,"VERT_SWINGL"], "WPN_SWING_VS" => [ 3, 1, 6, 2, 0, -1, 2, true,"VERT_SWING"], "WPN_SWING_UNDER" => [ 3, 1, 2, 2, 0, -1, 2, true,"UNDER_SWING"], "WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2, true,"OVER_SWING"], "WPN_RAISED" => [ 3, 1, 2, 2, 28, -1, 2, true,"RAISED"], "WAIT_CRITICAL" => [ 1, 2, 15, 0, 0, -1, 0, true, "" ], "SKILL_POSE" => [ 3, 3, 6, 0, 0, -1, 0, true, "" ], "VICTORY_POSE" => [ 2, 0, 29, 2, 0, -1, 0, true, "" ], "DEATH_POSE" => [ 2, 3, 10, 1, 0, -1, 0, false, "" ], "EVADING_POSE" => [ 2, 1, 5, 2, 0, -1, 0, true, "" ], "ATTACK_MOVE" => [ 1, 3, 5, 0, 0, -1, 0, true, "NO_SWING" ], "JUMP_ATTACK" => [ 3, 0, 5, 2, 0, 0, 0, true, "" ],
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