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ACBS - Atoa Custom Battle System 3.2

Atoa":2gtknafw said:
@dylstew
Remove this section of the script, this is just the shadow text, i add this for stetical porpouse, but since it causes problem with some people i will even remove it from the next update. Who want it can seach for it.

by the way, even if you have now a oniginal rpg maker, if you're using files that was created using with the non legal RM, any bugs caused by it will still happen, so you need to update you Scripts.rxdata.







Well,i downloaded a new demo so that shouldn't be a problem,i guess.
But uuhm.. some of the The TITLE and MENU letters are gone now.(when i remove that part)
EDIT! NEVERMIND! I thought you meant the line but you meant the whole bitmap thing.
It works now.

EDIT: In short,the SDK script is not compatible with yout script.

I also have a compatibilety problem.

I'm trying to use a dutch RMXP script.

http://rpgflag.nl/forum/index.php?topic=1257.0

But when i use it it says:

nogwat.png


EDIT: when i put the SDK all the way above it says:
78435640.png



It happens when i start a battle.

he's script(scout system) also needs the SDK and the path finding script is in it.
EDIT! IT's the SDK's fault.
i'll just send my project.
yes,it's based off the univursal message system demo now, because it wasn't working right in your demo.(Text in the wrong places)
So i copied EVERYTHING to UMS.
http://www.mediafire.com/?dzzt2tbi1aniz11




(This game sucks ass right now xD)
 
Hi
I've downloaded the latest version and noticed a few issues about the CT mode :
- when you enter battle, is it normal that you don't see your party moving into position?
I see chrono go to his spot, but Frog and Lucca just appear at their battle position... how can I fix this?
 

Atoa

Member

@tuatha
The problem was already solved. I changed exaclty this section of the script.

@dylstew
The ACBS is incompatible with SDK, and i won't make it compatible.
 
Cool! Also, I noticed a pretty serious bug with the "solution" I posted earlier for "Weapons Need Skill." Although the code works fine as long as a weapon is equipped, if no weapons are equipped, then all skills become available. The opposite should be true. I've got an idea of how to fix this, and I'll post the revision if I figure it out.
 
The frontal view battlesystem only changues the positions of enemies and actors?
It will be good if you give the option to have a complete frontal battle system like the DBS(and easy, i think)

There are a lot of reasons to use that style...
 
Hi! The CT add-on crashes to the desktop, throwing back an "RGSS player has stopped working" error, whenever I leave a battle (as in, press OK at the result screen or escape). I've tried with 1 or 2 actors, same results. It even happened in the script demo. Can windows 7 cause the problem?
 

Atoa

Member

@Naridar
The crash on the CT battle has nothing to do with your PC, it's an bug on the script, it will be fixed on the next update.

@gerrtunk
But the only REAL difference between an sideview and an front view battle is the postion of battler. Everything else has nothing to do with the scripts directly.
 
I have a problem. I'm not a spriter and i want something like in ffvi, with less animations. I want to use charas and:
-Idle animation quiet(1frame)
-Taking damage(1frame)
-Status/Low HP(1frame)
-Maybe moving in front when doing a action
-Attack(this is ok by default)

-Inanimated monsters

I dont understand how it works. I modify leon battler and put a chara in the place of the sprite. Its not 100% adjusted but anyway is more small.

Then if y try the animations moves alot front and rear and gives grpahics errors.
I tried with this:
Base_Sprite_Settings = {'Base' => [4,11,200,false],
1 => [1,1,true], 2 => [4,4,false], 3 => [4,8,true], 4 => [4,4,false],
5 => [4,4,true], 6 => [4,4,true], 7 => [4,2,false], 8 => [4,4,false],
9 => [4,4,false], 10 => [4,4,false], 11 => [4,4,false]}

Putting to 1 frame, then it dont move but it shows some of the other frame:


http://img713.imageshack.us/img713/7206/36842792.png

@gerrtunk
But the only REAL difference between an sideview and an front view battle is the postion of battler. Everything else has nothing to do with the scripts directly.

What im talking is that you can make a option that just use the dq/def system. Putting on configures all the thing. I suppose i can make inanimated enemmies and invisible actors, but its just too eork to somethin that simple..-.
Anyway i dont remember uf you can adjust enemy position. Ah, other problem and question is the effect that uses over the enemies sprite
 

Atoa

Member

@gerrtunk
1 - post the battler you're using.
2 - post the setting you're using

What im talking is that you can make a option that just use the dq/def system. Putting on configures all the thing. I suppose i can make inanimated enemmies and invisible actors, but its just too eork to somethin that simple..-.
Anyway i dont remember uf you can adjust enemy position. Ah, other problem and question is the effect that uses over the enemies sprite
Well man i gave the whole engine, and the system already give this option.
It's up to the user make it fit his own needs, i won't make an "magic" on/off option for every single possibility of settings.

And the position of enemies are set on the Troop tab of the database, nothing to do with the script itself.
 
lulion.png


I think i didnt modify nothing, anyway...

Code:
#==============================================================================

# Atoa Custom Battle System

# BASIC SETTINGS

#==============================================================================

# Here is the main settings of the script, you can change

# completely the battle style

#

# Take an good look in each option, so you can use the full potential

# of the system

# 

#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

#                           ***IMPORTANT WARNING***                          #

#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

#

# The script have hundreds of configurable values, all of them with their

# explanation.

# So, *READ ALL INSTRUCTIONS*

# I won't give support to lasy people who doesn't read them

#

#==============================================================================

 

module Atoa

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # INITIALING CONSTANTS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Do not remove or change these lines

  constants = ['Pose_Sprite', 'Enemy_Steal','Enemy_Drops', 'Slip_Pop_State','States_Pose',

    'Actor_Settings', 'Enemy_Settings', 'Skill_Settings','Weapon_Settings','Item_Settings',

    'Actor_Battle_Cry','Enemy_Battle_Cry','Animation_Setting','Pose_Battle_Cry',

    'Pose_Animation']

  for i in 0...constants.size

    eval(constants[i] + ' = {}') 

  end

  for i in 0...999

    Actor_Settings[i] = []

    Enemy_Settings[i] = []

    Skill_Settings[i] = []

    Weapon_Settings[i] = []

    Item_Settings[i] = []

    Actor_Battle_Cry[i] = {}

    Enemy_Battle_Cry[i] = {}

  end

  # Do not remove or change these lines

 

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # BASIC CONFIGURARION

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  

  # Set Battlers Postion style

  Battle_Style = 0

  # 0 = Sideview

  # 1 = Isometric

  # 2 = Front Battle

  # 3 = 4 Directions

  

  # Automatic set  actors battlers position?

  Auto_Set_Postions = true

  # true = actors battlers will be positioned automatically

  # false = you must set actors battlers postions in 'Custom_Postions'

  

  # Max number of members in the party

  Max_Party = 4

  

  # Set here the actors battlers position if 'Auto_Set_Postions = false'

  Custom_Postions = [[460,180],[480,210],[500,240],[520,270]]

  

  # You can change the postion of the actors battlers in the screen.

  # Has no effect if 'Auto_Set_Postions = false'

  Actor_Position_AdjustX = 0

  Actor_Position_AdjustY = 0

 

  # You can change the postion of the enemies battlers in the screen.

  # Use only if you want an customized layout for battle

  # (E.g.: you want the battle status window in the top of screen)

  # That's apply to all enemies battlers

  Enemy_Position_AdjustX = 0

  Enemy_Position_AdjustY = 0

 

  # Set here all battlers movement

  Move_to_Attack = false

  # true = Battlers will move to the target to attack

  # false = No battlers will move to the target to attack

  

  # Priority of battlers graphics on the screen

  Battler_High_Priority = false

  # true = battlers will be shown above battle status window

  # false = battlers will be shown bellow battle status window

  

  # Set the time between actions

  Battle_Speed = 5

  # Must be an value between 1 and 10, the higher the faster.

  

  # Set if the battlers grapihics will be shown after or before the transition

  # completion

  Show_Graphics_Transition = false

  # true = the graphics appear together the transition effect

  # false = the graphics appear after the transition effect

  

  # Transition speed, the lower, the faster.

  Transition_Speed = 40

  

  # Base rate of escape success. The escape rate are also changed by the battler's

  # agility difference, so even with an value of 100, the ecape can fail

  Escape_Base_Rate = 50

  

  # EXP Division

  EXP_Share = true

  # true = EXP will be divided among the alive actors in the end of battle

  # false = EXP won't be divided 

  

  # Ivert all battlers graphics

  Invert_All_Battlers = false

  # let it true if you want to inver the battler positions (leaving the enemies

  # on the right and allies on the left) without needing to change the graphics

    

  # Set if all battlers will use jump animation for movement

  All_Jump = 0

  # If the value is higher than 0, all batters will jump to the target.

  # the value sets the jump height. Default is 10.

    

  # Set if all battlers will use shadow graphic

  All_Shadow = false

  # true = all battlers will use shadow graphics

  # false = only the battlers set on the advanced settings will use shadow graphic

  

  # Default file name for the shadow graphic, used if All_Shadow = true and

  # the battler hasn't it's own shadow graphic configurated on the advanced settings

  # Default_Shadow = ['file name', x, y]

  Default_Shadow = ['Shadow00', 0, -6]

  # The shadow graphic must be on the folder Graphics/Battlers

 

  # Animationd Basic settingss

  Intro_Time   = 30   # Intro animation duration. Numeric Value

  Victory_Time = 90   # Victory animation duration. Numeric Value

  

  # Set here the postion of the Battle Command Window

  Command_Window_Position = 3

  # 0 = Above the Actor

  # 1 = Right of the Actor

  # 2 = Left of the Actor

  # 3 = Custom

 

  # Adjust the command window postion, don't have effect if 'Command_Window_Position = 3'

  Command_Window_Position_Adjust =  [0, 0]

  

  # Set the postion of the command window  if 'Command_Window_Position = 3'

  Command_Window_Custom_Position = [240, 128]

  

  # Set there the postion of actor name window

  Name_Window_Position = 0

  # 0 = Above command window

  # 1 = Bellow command window

  # 2 = Left of command window

  # 3 = Right of command window

  # 4 = Custom

  

  # Set there the coordinates of actor name window. Only if 'Name_Window_Position = 4'

  Name_Window_Custom_Position = [240, 128]

 

  # Default Value for Windows opacity

  Base_Opacity = 160

  

  # Show actor name window when selecting action?

  Battle_Name_Window = true

  

  # Hide status window when selecting items/skills?

  Status_Window_Hide = true

  # Recomended leave it false if you using custom windows for skill/items

  

  # Target Arrow position adjust

  Targer_Arrow_Adjust = [0,0]  

    

  # Set Here the name of Evasion status.

  # By default, it's not shown, but you can add this.

  # The evasion is the parameter type 7 in 'draw_actor_parameter(actor, x, y, type)'

  Status_Evasion = 'Evasion'

  

  # Miss/Evade Message

  Miss_Message = 'Miss'

  

  # Battle Messages. If you want the action battler name to be shown, add

  # {battler_name} in the message

  Guard_Message = '{battler_name} defends' # Guard Message

  Escape_Message = '{battler_name} escaped...' # Escape (enemies only)

 

  #=============================================================================

  

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # DYNAMIC ACTIONS SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # These settings allow the battlers to execute actions simultaneously if

  # certain conditions are met

  # Recomended don't activate all at the same time, because the battle can become

  # an real mess

  

  # If true, the next battler starts his action before the active battler return to the postion

  Next_Before_Return = false

  

  # If true, the next battler starts his action if his targets are the same of the

  # active battler

  Allow_Same_Target = false

  

  # If true, the next battler starts his action if his targets are different from the

  # active battler

  Allow_Diff_Targets = false

  

  # If true, when an actor mets all conditions to act, he will act even if

  # his target is moving.

  Allow_Moving_Target = false

  #=============================================================================

 

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # DAMAGE ALGORITHM STTTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤  

  # Choose the Damage Alogarithm

  Damage_Algorithm_Type = 0

  # 0 = Default XP Style, no changes

  # 1 = Default XP Modified, def/mdef reduces damage in % ( 10 def = 1% )

  # 2 = Default VX, Vitality replaces Dexterity, the status Attack, P.Def and

  #     M.Def are totally ignored. (Edit the menus script to remove these status)

  # 3 = Customized, an mix of XP e VX alogarithm, Vitality replaces Dexterity

  # 4 = All Custom, you can make your own algorithm

  

  # Customized damage formula

  

  # Formula for physical attacks

  Custom_Attack_Algorithm = "(({atk} * 3) + ({str} * 5)) - ({def} * 4)"

  

  # Formula for skills

  Custom_Skill_Algorithm = "(({atk} * 3 * skill.atk_f / 100) + ({str} * 5 * skill.str_f / 100) + (user.int * 10 * skill.int_f / 100)) - (({def} * 4 * skill.pdef_f / 100) + (self.mdef * 4 * skill.mdef_f / 100))"

  

  # You can make any math operation and use any script command normally.

  #

  # Use the following commands do set the attaker attack and target defense:

  # {atk} - Attacker's Weapon Attack Power

  # {str} - Attacker's Natural Strenght

  # {def} - Target Physical Defense

  # 

  # Other status can be added using their respective script commands.

  # For normal attacks, use "attacker" for the attacker and "self" for the target

  # Outros atributos podem ser adicionados usando seus respectivos comandos de script.

  # For normal attacks, use "user" for the user and "self" for the target, and "skill" for

  # the skill

  #

  # Be careful when making this setting.

  # If you don't undestand what was explained here, don't use customized formulas.

  # Use one of the pre-defined algorithm

 

  # Name of the attribute that will show damage resistance, used only if

  # Damage_Algorithm_Type > 1. It will replace the Dexterity attribute

  Status_Vitality = 'Vitality'

  

  # Unnamerd Battlers settingss

  Unarmed_Attack    = 20 # Unnarmed Attack Power

  Unarmed_Animation = 4  # Unnarmed Attack Animation ID

    

  # HP % that show low HP Animation

  Danger_Value = 25

 

  #=============================================================================

  

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # ANIMATIONS SETTING

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Position adjust for battle animations

  #

  # Animation_Setting[ID] = [X, Y, Z]

  #   ID = ID of the battle animation

  #   X = Position X adjust. Numeric value, default 0.

  #   Y = Position Y adjust. Numeric value, default 0.

  #   Z = Z Axis adjust. Numeric value. If Negative, the animation is shown

  #     bellow the target, if 0 or positive, it's showns above. but bellow

  #     actors in an higher Z axis. If nil animation is shown above all battlers

  

  Animation_Setting[1] = [0, 0, 5]

  Animation_Setting[2] = [0, 0, -5]

    

  #=============================================================================

 

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # STATES SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  

  # State cycle times.

  State_Cycle_Time = 2

  

  # Definição do momento em quem os efeitos de 'slip_damage' (veneno e regeneração)

  # terão efeito

  Slip_Damage_Pop_Time = 0

  # 0 = Antes da Ação de cada battler

  # 1 = Após da Ação de cada battler

  # 2 = No final do turn

  

  # # Use Icons to show states? 

  Icon_States = true

  # true = show states by icons

  # false = show states by text

  

  # States Icon Configuration

  # The States icons must have the same name as the state + '_st'

  # E.g.: The state Venon, must have an icon named 'Venom_st'

  Icon_max = 5   # Max number of icons shown

  Icon_X   = 24  # Width of the icon

  Icon_Y   = 24  # Height of the icon

  X_Adjust = 0   # Position adjusts X

  Y_Adjust = 0   # Position adjusts Y

  #=============================================================================

  

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # POSES SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Here you can set the poses parameters

  # Recomended to change these values only if you know what you doing

  # IF YOU ARE A NOOB, STAY AWAY FROM HERE!

  

  # The value set here is the 'line' of the pose in the battler graphic.

  # If the value set here is an '3', the third line will be used.

  # So 'Defense_Pose = 4' means that the fourth line will be used for Defense

  

  # Basic Poses

  # if you don't wish to use any of these poses, leave the value = 1

  Idle_Pose    = 1  # Wait pose (Recomended never change, because it can cause funtion losses)

  Hurt_Pose    = 2  # Pose when Taking Damage(Recomended never change, because it can cause funtion losses)

  Danger_Pose  = 3  # Idle pose when HP is low

  Defense_Pose = 4  # Idle pose when guarding

  Advance_Pose = 5  # Moving foward

  Return_Pose  = 6  # Return move pose

  Attack_Pose  = 7  # Pose when attacking

  Skill_Pose   = 7  # Pose when using Physical Skills

  Magic_Pose   = 8  # Pose when using Magical Skills

  Item_Pose    = 8  # Pose when using Items

  Dead_Pose    = 11 # Dead Idle pose

  

  # Extra poses

  # These poses aren't 100% vital for the system. if you wish to not use some

  # of them, leave the value = nil

  Intro_Pose    = 9   # Pose used in the begin of battle

  Victory_Pose  = 10  # Battle Victory pose

  Evade_Pose    = 4   # Pose when evade an attack

  Escape_Pose   = 6   # Pose when escaping from battle

  Critical_Pose = nil # Pose for Critical Attacks

  Advance_Start_Pose  = nil # Pose for advance start

  Advance_End_Pose    = nil # Pose for advance end

  Return_Start_Pose   = nil # Pose for return start

  Return_End_Pose     = nil # Pose for return end

  Magic_Cast_Pose     = nil # Pose for Magic Skill Cast

  Physical_Cast_Pose  = nil # Pose for Physical Skill Cast

  Item_Cast_Pose      = nil # Pose for Item Use Cast

  Danger_Defense_Pose = nil # Pose for Defense when in Danger

 

  # States Poses Configuration

  # Add here as many lines you think you need.

  # States_Pose[State ID] = Pose ID

  States_Pose[3] = 3  # Venom

  States_Pose[7] = 11 # Sleep

  

  # Remember that all battlers graphics must have the poses set here

  # If the settings isn't right, the battler simply will do nothing

  # So if an battler don't make any move you check here.

  

  # Default Pose Configuration.

  # Base_Sprite_Settings = {Settings}

  # The Settings are the following.

  #  Base Setting - this is the graphic dimensions settings

  #   'Base' => [X, Y, SPD, Mirror]

  #      'Base' = this is the value that sets the base settings, don't change.

  #      X = number of horizontal frames. Numeric value higher than zero. Default 4.

  #      Y = number of vertical frames. Numeric value higher than zero. Default 11.

  #      SDP = Movement Speed. Numeric value higher than zero. Default 200.

  #      Mirror = invert graphic. true or false. Default false.

  #

  #  Pose Settings - These are the setting of each pose.

  #    Pose_ID => [Frames, Time, Loop]

  #      Pose_ID = The Pose ID. Numeric value higher than zero.

  #      Frames = Number of animation frames. Numeric value higher than zero.

  #      Time = Duration of each frame pose.Numeric value higher than zero.

  #      Loop = Animation Loop. true or false.

  #

  #  Extra Settings - These are optional settings.

  #    Remember that if you add these settings here, *all* graphics will have these

  #    settings (except the ones you set individually on the ACBS | Config 2 - Advanced)

  #    The extra settings are "Shadow" and "Jump"

  #   

  #    'Shadow' =>['Name', X, Y]

  #      'Shadow' = this is the value that sets the shadow setting.

  #      'Name' = Name of the shadow graphic file.

  #       X = Shadow position X adjust. Numeric value.

  #       Y = Shadow position Y adjust. Numeric value.

  #     

  #    'Jump' => [Setting]

  #      'Jump' = this is the value that sets the shadow setting.

  #       Setting = here you set wich type of movemente the battler will use the jump.

  #        For that you must add 'Advance' and/or 'Return' in the Setting array.

  #        'Advance' means that the battler will jump when advancing towards the targert.

  #        'Return' means that the battler will jump when getting away from the target.

  #        You can add only one or both fo them

  #        E.g.: 

  #         'Jump' =>['Return']

  #         'Jump' =>['Advance','Return']   

  #

  # Default Settings for graphics that wasn't configurated individually.

  # Don't change unless you're sure about what you doing

  Base_Sprite_Settings = {'Base' => [4,11,200,false],

    1 => [1,1,true], 2 => [4,4,false], 3 => [4,8,true], 4 => [4,4,false], 

    5 => [4,4,true], 6 => [4,4,true], 7 => [4,2,false], 8 => [4,4,false],

    9 => [4,4,false], 10 => [4,4,false], 11 => [4,4,false]}

  #=============================================================================

 

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # DAMAGE DISPLAY SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # You can change here how damage is displayed

  

  # Use Images instead of texts

  Damage_Sprite = true

  # This option allows to make the digitis of damage exhibition to be images

  # instead of text.

  # This option was added because teh draw text method is quite slow

  # and may cause slowdown when multiple values are drawn at same time

  # The files must be on the folder "Graphics/Digits" and must have the

  # file name equal the digit.

  # E.g.: The number 1 must have an file named '1'.

  # IF "Damage_Sprite" is set false, you can delet the Digits folder.

  

  # This settings are valid only for draw text exhibition

  #                red blue gree

  Hp_Dmg_Color  = [255, 255, 255] # HP damage color

  Hp_Rec_Color  = [176, 255, 144] # HP heal color

  Sp_Dmg_Color  = [144,  96, 255] # SP damage color

  Sp_Rec_Color  = [255, 144, 255] # HP heal color

  Crt_Dmg_Color = [255, 144,  96] # Critical damage color

  Crt_Txt_Color = [255,  96,   0] # Critical text color

  Mss_Txt_Color = [176, 176, 176] # Erros message color

  Damage_Font   = 'Arial Black'   # Damage Exhibition font

  Dmg_Font_Size = 32   # Damage Exhibition font size

  

  # This settings are valid only forimage exhibition

  # These valus must be added to the graphic filename

  Hp_Rec_String  = '_heal'   # Filename sufix for HP Heal

  Sp_Dmg_String  = '_sp'     # Filename sufix for SP Damage

  Sp_Rec_String  = '_spheal' # Filename sufix for SP Heal

  Crt_Dmg_String = '_crt'    # Filename sufix for Critical damage

  Mss_Txt_String = '_mss'    # Filename sufix for Miss

  # If you don't want to use one of these values, leave it equal ''

  # If an file isn't found, the default file will be used.

 

  Crt_Message  = 'Critical' # Crical Hit Message

  Dmg_Duration = 40     # Duration time that the damage is diplayed on the screen

  Critic_Text  = true   # Show Critical Hit Message on Critical Hits? true/false

  Critic_Flash = false  # Flash Effect on Critical Hits?

  Multi_Pop    = false  # Use FF damage style? false = normal / true = FF Style

  Pop_Move     = true   # Movement on Damage Display? true/false

  Dmg_Space    = 12     # Space between the damage digits

  Dmg_X_Adjust = 0      # X position adjust

  Dmg_Y_Adjust = 0      # Y position adjust

  Dmg_X_Move   = 2      # X Damage Move (only if Pop_Move = true)

  Dmg_Y_Move   = 6      # Y Damage Move , the height that damage'pops'

  Dmg_Gravity  = 0.98   # Gravity effect, changes the 'pop' effect

                        # Can be decimals

  #=============================================================================

 

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # STEAL SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

 

  # The enemies can be stolen more than once?

  Multi_Steal = false

  # true = you can steal enemies until they have no item

  # false = each enemy can be stole only once per battle, even if it has more items

  

  # Steal Base Rate

  Steal_Rate = 50

  # Even if the rate is 100%, that dont't grants 100% of chance of getting an item

  # this value changes with the difference bettwen, the user and target's AGI, and

  # it still necessary to verify the drop rate of each item

  

  # Message if the target has no items

  No_Item = 'Have nothing to Steal'

  

  # Message if the steal attempt fail

  Steal_Fail = 'Steal Failed'

  

  # Message of Item steal sucess. {item} is the name of the item, you must add it

  # to the message, or the item name won't be shown

  Steal_Item = 'Stole {item}'

  # E.g:

  # 'Stole {item}' - Stole Potion

  # '{item} gained' - Potion gained

  

  #  Message of gold steal sucess. {gold}  is the amount of gold, you must add it

  # to the message, or the amount stole won't be shown

  # {unit} the money unit, use it only if you want

  Steal_Gold = 'Stole {gold}{unit}'

  # Exemplos:

  # 'Stole {gold}{unit}' - Stole 500G

  # 'Stole {gold} coins' - Stole 500 coins

  

  # You can set the steal items on the script 'ACBS | Config 2 - Advanced'

  #=============================================================================

end

Code:
==============================================================================

# Atoa Custom Battle System

# ADVANCED SETTINGS

#==============================================================================

# These settings were set aside the other settings to makes easier

# in the time of settings

# These settings are more complex than the Basic.

#==============================================================================

 

 

module Atoa

  

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # ADDING SPECIAL SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Add special features is quite simple.

  # First you must choose the type of setting that you want to add

  # They are:

  #  Actor_Settings = Settings for actors

  #  Enemy_Settings = Settings for enemies

  #  Skill_Settings = Settings for skills

  #  Weapon_Settings = Settings for weapons

  #  Item_Settings =  Settings for items

  #

  # After that you must set the ID of the setting "target"

  #   Actor_Settings[ID]

  #   in this case I'm making the setting of an actor

  #

  # And finally add the effects.

  #   Actor_Settings[2] = ["NOCOLLAPSE","NODANGER"]

  #   in this I set that the actor ID 2, won't have collapse effect and won't

  #   have custom pose for low HP.

  #

  # IMPORTANT:

  #   Some effects have "sub settings" like "MOVETYPE/**" and "COMBO/**".

  #   In these cases you must replace the "**" with pre-defined values.

  #   These values are shown on the explanation of each effect.

  #   Adding two equals effects, with different sub settings will have no effect,

  #   only the first one will be used.

  #=============================================================================

  

  #=============================================================================

  #

  # LIST OF EFFECTS EXCLUSIVE FOR ENEMIES

  # These effects is effective only for enemies

  #

  # ----------------------------------------------------------------------------

  # "VICTORYPOSE" : Enemy with Victory Pose.

  # ----------------------------------------------------------------------------

  # "ENEMYINTRO" : Enemy with Battle Intro Pose.

  #

  #=============================================================================

  #

  # LIST OF EFFECTS EXCLUSIVE FOR ENEMIES AND ACTORS

  # These effects is effective only for enemies or actors

  #

  # "NOCOLLAPSE" : Don't show collapse (shows the actor dead pose)

  #   It's essential add to all actors if you don't want the red fade effect

  #   to be shown when a actor dies.

  # ----------------------------------------------------------------------------

  # "COLLAPSE/**" : Advanced collapse animation, don't work with "NOCOLLAPSE"

  #   ** must be equal the Collapse Effect ID: 1, 2, or 3,

  # -----------------------------------------------------------------------------------

  # "NODANGER" : Don't use the Low HP pose.

  # ----------------------------------------------------------------------------

  # "LOCKMOVE/**" : Set an permanent movement type.

  #   This value ignore all values of "MOVETYPE" from other actions

  #   So all actions will have this type of movement, no matter of their settings

  #   ** must be equal one of the following values:

  #     - NOMOVE : No movement.

  #     - STEPFOWARD : One step foward.

  #

  #=============================================================================

  #

  # LIST OF EFFECTS EXCLUSIVE FOR SKILLS

  # These effects is effective only for skills

  #

  # ----------------------------------------------------------------------------

  # "CRITICAL" : Skill can cause criticals.

  # -----------------------------------------------------------------------------------

  # "CONSUMEHP" : Skill consume HP instead of SP.

  # -----------------------------------------------------------------------------------

  # "COSTMAX" : Skill cost is based on Max HP/SP.

  # -----------------------------------------------------------------------------------

  # "COSTNOW" : Skill cost is based on Current HP/SP.

  #

  #=============================================================================

  #

  # LIST OF EFFECTS EXCLUSIVE FOR WEAPONS

  # These effects is effective only for weapons

  #

  # ----------------------------------------------------------------------------

  # "STARTTHROWWEAPON/**" : If an actors is equiped with this effect, all

  #   attacks and physical skills will have this effect added to them, unless

  #   the effect "THROWWEAPONIGNORE" is added to the action

  #   This is one of the most complex configuration of the advanced settings.

  #   Be very careful to avoid erros.

  #   ** must be written this way: 

  #     SOUND, CURVE, DOWN, LEFT, RIGHT, UP, SPEED, X1, Y1, X2, Y2

  #    (the values must be separated by coma.

  #     SOUND = Name of the sound file used on the throw start. leave nil for no sound.

  #     CURVE = Curve angle for the throw. Numeric value, can be decimal.

  #       Default Value for straight throws = 0.

  #       Default Value for angled throws = 10.

  #     DOWN = Animation ID when the battler is facing down

  #     LEFT = Animation ID when the battler is facing left

  #     RIGHT = Animation ID when the battler is facing up

  #     UP = Animation ID when the battler is facing up

  #     SPEED = Objetc speed. Numeric value. Default 300.

  #     X1 = Start X position of the throw. Numeric value. Default 0.

  #     Y1 = Start Y position of the throw. Numeric value. Default 0.

  #     X1 = End Y position of the throw. Numeric value. Default 0.

  #     X2 = End Y position of the throw. Numeric value. Default 0.

  #   Ex.: "STARTTHROWWEAPON/101-Attack13,0,122,123,124,125,300,-20,0,0,0"

  #        "STARTTHROWWEAPON/nil,10,126,126,126,126,200,0,-20,0,0"

  # ----------------------------------------------------------------------------

  # "ENDTHROWWEAPON/**" : If an actors is equiped with this effect, all

  #   attacks and physical skills will have this effect added to them, unless

  #   the effect "THROWWEAPONIGNORE" is added to the action

  #   This is one of the most complex configuration of the advanced settings.

  #   Be very careful to avoid erros.

  #   ** must be written this way: 

  #     SOUND, CURVE, DOWN, LEFT, RIGHT, UP, SPEED, X1, Y1, X2, Y2

  #    (the values must be separated by coma.

  #     SOUND = Name of the sound file used on the throw start. leave nil for no sound.

  #     CURVE = Curve angle for the throw. Numeric value, can be decimal.

  #       Default Value for straight throws = 0.

  #       Default Value for angled throws = 10.

  #     DOWN = Animation ID when the battler is facing down

  #     LEFT = Animation ID when the battler is facing left

  #     RIGHT = Animation ID when the battler is facing up

  #     UP = Animation ID when the battler is facing up

  #     SPEED = Objetc speed. Numeric value. Default 300.

  #     X1 = Start X position of the throw. Numeric value. Default 0.

  #     Y1 = Start Y position of the throw. Numeric value. Default 0.

  #     X1 = End Y position of the throw. Numeric value. Default 0.

  #     X2 = End Y position of the throw. Numeric value. Default 0.

  #   Ex.: "ENDTHROWWEAPON/101-Attack13,0,122,123,124,125,300,-20,0,0,0"

  #        "ENDTHROWWEAPON/nil,10,126,126,126,126,200,0,-20,0,0"

  #

  #=============================================================================

  #

  # LIST OF EFFECTS EXCLUSIVE FOR SKILLS AND ITEMS

  # These effects is effective only for skills or items

  #

  # ----------------------------------------------------------------------------

  # "HELPHIDE" : Hides window showing item/skill name

  # ----------------------------------------------------------------------------

  # "CAST/**" : Action with cast pose different from the default.

  #   ** must be equal the Pose ID.

  # ----------------------------------------------------------------------------

  # "MIRAGECAST/**" : Add mirage effect for casting animation

  #   you can set and different color for the images.

  #   ** can be the value of RGB and Alpha. RED, GREEN, BLUE, ALPHA

  #      or nil for no color.

  #      (ALPHA is the opacity level of the color on the sprite)

  #   Ex. "MIRAGECAST/255,64,0,160"

  #

  #=============================================================================

  #

  # LIST OF EFFECTS EXCLUSIVE FOR WEAPONS, SKILLS AND ITEMS

  # These effects is effective only for weapons, skills or items

  #

  # -----------------------------------------------------------------------------------

  # "STEAL/**" : Action with Steal effect.

  #   ** must be equal one of the following values:

  #     - BOTH : steal item or gold.

  #     - GOLD : steal only gold.

  #     - ITEM : steal only item.

  # ----------------------------------------------------------------------------

  # "SPDAMAGE" : Action causes SP Damage.

  # ----------------------------------------------------------------------------

  # "NODAMAGE" : Action causes no Damage and don't show Miss Message.

  #

  #=============================================================================

  #

  # LIST OF GENERAL EFFECTS

  # These effects don't have any restriction about when you can use them.

  # Note.: for enemies and actors, these effects are applied only during unnarmed

  #   physical attacks for actors or normal attacks for enemies.

  #   In case of skills, items or armed attacks, the setting of skill, item or

  #   weapon will be applied instead.

  #

  # ----------------------------------------------------------------------------

  # "MOVETYPE/**" : Set the action movemente type.

  #   ** must be equal one of the following values:

  #     - NOMOVE : No movement.

  #     - STEPFOWARD : One step foward.

  #     - SCREENCENTER : Moves to screen center.

  #     - MOVETOTARGET : Moves towards the targets.(only for magics)

  # ----------------------------------------------------------------------------

  # "EXCLUDEUSER" : The user will not be target.

  # -----------------------------------------------------------------------------------

  # "INCLUDEUSER" : The user will always be target.

  # -----------------------------------------------------------------------------------

  # "TARGETSWITCH" : Allows to switch targets between actors and enemies.

  # -----------------------------------------------------------------------------------

  # "TARGET/**" : Special target settings.

  #   ** must be equal one of the following values:

  #     - ALLALLIES : Targets all allies.

  #     - ALLENEMIES : Targets all enemies.

  #     - ALLBATTLERS : Targets all battlers.

  # ----------------------------------------------------------------------------

  # "RANDOM" : Random target, can be used toghter with the "TARGET/**" effects.

  # -----------------------------------------------------------------------------------

  # "FAST" : Action will be always the first of the turn. (don't work on ATB/CTB)

  # -----------------------------------------------------------------------------------

  # "SLOW" : Action will be always the last of the turn. (don't work on ATB/CTB)

  # -----------------------------------------------------------------------------------

  # "FREEZEATB" : Action stop time bars even if the battle is set to be 100% active

  #    Works only with the ATB

  # -----------------------------------------------------------------------------------

  # "HIDE/**" : Allows to hide battler exhibition during actions

  #     - BATTLER : Hides user graphic.

  #     - PARTY : Hides user party.

  #     - ENEMIES : Hides user enemy party

  #     - OTHERS : Hides all battlers, except the user

  #     - ACTIVE : Hides all battlers, except the user and his targets

  #     - ALL : Hides all battlers

  # -----------------------------------------------------------------------------------

  # "MOVEPOSITION/**" : Action with special movemente settings

  #   ** must be expressed with the following form: X, Y, A, B, SPD (the values must

  #     be separated by comas ",")

  #     X = Initial battler position X, the higher, the more far. Default = 0

  #     X = Initial battler position Y, the higher, the more far. Default = 0

  #     A = Battle X Movement. Default = 0

  #     B = Battle Y Movement. Default = 0

  #     SPD = Movemente Speed. Default = 200

  #   Ex.: "MOVEPOSTION/10,0,50,0,250"

  # -----------------------------------------------------------------------------------

  # "ANIMATIONDIRECTION/**" : Allow to set different battle animations based on

  #    the battler direction.

  #    ** must have the IDs of the Animations for each direction

  #     following this pattern: "ANIMATIONDIRECTION/down,left,right,up

  #    Ex.: "ANIMATIONDIRECTION/10,12,14,16"

  # -----------------------------------------------------------------------------------

  # "COMBO/**" : Actions with multiple repetitions

  #   ** must be equal the number of hits, for random hits add an min value and

  #      after the max value, separated by "-".

  #   Ex.: "COMBO/5" Combo with 5 hits

  #        "COMBO/3-7" Combo with 3 to 7 hits.

  # -----------------------------------------------------------------------------------

  # "HITS/**" :  Actions with multiple hits.

  #   ** must be equal the number of hits, for random hits add an min value and

  #      after the max value, separated by "-".(like the Combo)

  # -----------------------------------------------------------------------------------

  # "SEQUENCE/**" : Skill sequences.

  #   ** must be equal the IDs that makes part of the sequence, separated by ",".

  #   Ex.: "SEQUENCE/57,58,59" The skills ID 57,58 and 59 will be used after the

  #    action with that effect.

  #   Obs.: Even for actors, enemies, weapons or items, the subsquent acions after

  #    the first will be *always* skills.

  # -----------------------------------------------------------------------------------

  # "ANIME/**" : Action with pose different from the default.

  #   ** must be equal the Pose ID.

  # -----------------------------------------------------------------------------------

  # "ADVJUMP/**" : Action with jump during advance movement.

  #   ** must the the jump height modifier. Default 100

  # -----------------------------------------------------------------------------------

  # "RETJUMP/**" : Action with jump during return movement.

  #   ** must the the jump height modifier. Default 100

  # -----------------------------------------------------------------------------------

  # "ADVPOSE/**" : Action with different pose during advance movement.

  #   ** must be equal the Pose ID.

  # -----------------------------------------------------------------------------------

  # "RETPOSE/**" : Action with different pose during return movement.

  #   ** must be equal the Pose ID.

  # -----------------------------------------------------------------------------------

  # "JUMP/**" : Action with jump animation

  #   ** must the the jump height.

  #   recomended values between 1 and 200, above this the battler may jump off screen

  # -----------------------------------------------------------------------------------

  # "LIFT/**" :  Action with jump animation, stops when reach the top (and stay floating).

  #   ** ust the the jump height.

  #   The battler will left this position if the next actions have the effect

  #   "FALL", or at the action end

  # -----------------------------------------------------------------------------------

  # "FALL" : Cancels the "LIFT/**" effect.

  # -----------------------------------------------------------------------------------

  # "DMGIMPACT/**" :  Set impact movement when recive damage

  #   The target is pushed.

  #     ** must be expressed with the following form: DIRECTION, DISTANCE, EXTRA_X, EXTRA_Y

  #       DIREÇÃO : numeric value that set de direction that the target will be pushed

  #         0 = direction aligned with battler current position

  #         1 = same direction as battler

  #         2 = opposite direction as battler

  #       DISTÂNCIA: distance that the target is pushed

  #       EXTRA_X: Extra X push psition

  #       EXTRA_Y: Extra Y push psition

  #   Ex.: DMGIMPACT/1,50,0,0

  # -----------------------------------------------------------------------------------

  # "DMGBOUNCE/**" :  Set impact movement when recive damage.

  #   The target is lauched up and falls afterwards.

  #     ** numeric value, the distance that the target is launched

  #     recomended values between 1 and 200, above this the target may be launched off screen

  # -----------------------------------------------------------------------------------

  # "DMGRISE/**" :  Set impact movement when recive damage.

  #   The target is lauched up and stops when reach the top (and stay floating)

  #   The battler will left this position if the next actions have the effect

  #   "DMGSMASH" or "DMGRELASE" or at the action end

  #     ** numeric value, the distance that the target is launched

  #     recomended values between 1 and 200, above this the target may be launched off screen

  # -----------------------------------------------------------------------------------

  # "DMGSHAKE/**" : Set impact movement when recive damage.

  #   The target shakes when damaged

  #     ** shake effect duration

  # -----------------------------------------------------------------------------------

  # "DMGWAIT/**" : Set impact movement when recive damage.

  #   The target stay frozen on the position he was when recived the damage

  #   for an set time.

  #   The battler will left this position if the wait time end, if next actions

  #   have the effect "DMGRELASE" or at the action end

  # -----------------------------------------------------------------------------------

  # "DMGSMASH" : Set impact movement when recive damage.

  #   The target is lauchend down, effective only if the target is rised up

  # -----------------------------------------------------------------------------------

  # "DMGFREEZE" : Set impact movement when recive damage.

  #   The target stay frozen on the position he was when recived the damage

  #   The battler will left this position if the next actions have the effect

  #   "DMGRELASE" or at the action end

  # -----------------------------------------------------------------------------------

  # "DMGRELASE" : Set impact movement when recive damage.

  #   Cance the effects of "DMGRISE/**" or "DMGFREEZE"

  # -----------------------------------------------------------------------------------

  # "IMPACTDELAY/**": Wait time between the battle animation and the pose change

  #   ** must be the time in frames.

  #   By default it's ist's varies according to the battle animation duration.

  # -----------------------------------------------------------------------------------

  # "DAMAGEDELAY/**": Wait time between the damage pose change and the damage pop up

  #   ** must be the time in frames.

  #   By default it's ist's varies according to the pose duration.

  # -----------------------------------------------------------------------------------

  # "DMGANIMTIME/**": Duration of the Damage pose.

  #   ** must be the time in frames.

  # -----------------------------------------------------------------------------------

  # "TIMEBEFOREANIM/**" : Wait time between the action pose and the animation show

  #   ** must be the time in frames.

  #   By default it's ist's varies according to the pose duration.

  # -----------------------------------------------------------------------------------

  # "TIMEAFTERANIM/**" : Wait time after the battle animation.

  #   ** must be the time in frames.

  #   By default it's ist's varies according to the animation duration.

  # -----------------------------------------------------------------------------------

  # "MIRAGEADVANCE/**" : Add mirage effect for the advance movement

  #   you can set and different color for the images.

  #   ** can be the value of RGB and Alpha. RED, GREEN, BLUE, ALPHA

  #      or nil for no color.

  #      (ALPHA is the opacity level of the color on the sprite)

  #   Ex. "MIRAGEADVANCE/255,64,0,160"

  # -----------------------------------------------------------------------------------

  # "MIRAGERETURN/**" : Add mirage effect for the return movement

  #   you can set and different color for the images.

  #   ** can be the value of RGB and Alpha. RED, GREEN, BLUE, ALPHA

  #      or nil for no color.

  #      (ALPHA is the opacity level of the color on the sprite)

  #   Ex. "MIRAGERETURN//255,64,0"

  # -----------------------------------------------------------------------------------

  # "MIRAGEACTION/**" : Add mirage effect for the action animation.

  #   you can set and different color for the images.

  #   ** can be the value of RGB and Alpha. RED, GREEN, BLUE, ALPHA

  #      or nil for no color.

  #   Ex. "MIRAGEACTION/255,64,0"

  # -----------------------------------------------------------------------------------

  # "ACTIONPLANE/**": Adds an Plane image (wich loops) during actions.

  #   ** must be expressed with the following form: TYPE, FILENAME, OPACITY, MOV_X, MOV_Y

  #    TIPO = Exhibition type.

  #      - ABOVE: Image is shown above battlers

  #      - BELLOW: Image is shown bellow battlers

  #    FILENAME = Graphic file name, must be on the Pictures folder.

  #    OPACITY = Image opacity, Numeric value from 0 to 255.

  #    MOV_X = Numeric value, X axis movement speed, can be omited.

  #    MOV_Y = Numeric value, Y axis movement speed, can be omited. (only if MOV_X was

  #       also omited)

  #   Ex.: "ACTIONPLANE/ABOVE,black_tone,160"

  #        "ACTIONPLANE/BELLOW,wave_image,255,20"

  # -----------------------------------------------------------------------------------

  # "STARTTHROW/**" : Add throw animation for the action

  #   This is one of the most complex configuration of the advanced settings.

  #   Be very careful to avoid erros.

  #   ** must be written this way: 

  #     SOUND, CURVE, DOWN, LEFT, RIGHT, UP, SPEED, X1, Y1, X2, Y2

  #    (the values must be separated by coma.

  #     SOUND = Name of the sound file used on the throw start. leave nil for no sound.

  #     CURVE = Curve angle for the throw. Numeric value, can be decimal.

  #       Default Value for straight throws = 0.

  #       Default Value for angled throws = 10.

  #     DOWN = Animation ID when the battler is facing down

  #     LEFT = Animation ID when the battler is facing left

  #     RIGHT = Animation ID when the battler is facing up

  #     UP = Animation ID when the battler is facing up

  #     SPEED = Objetc speed. Numeric value. Default 300.

  #     X1 = Start X position of the throw. Numeric value. Default 0.

  #     Y1 = Start Y position of the throw. Numeric value. Default 0.

  #     X1 = End Y position of the throw. Numeric value. Default 0.

  #     X2 = End Y position of the throw. Numeric value. Default 0.

  #   Ex.: "STARTTHROW/101-Attack13,0,122,123,124,125,300,-20,0,0,0"

  #        "STARTTHROW/nil,10,126,126,126,126,200,0,-20,0,0"

  # -----------------------------------------------------------------------------------

  # "ENDTHROW/**" :  Add throw return animation for the action

  #   This is one of the most complex configuration of the advanced settings.

  #   Be very careful to avoid erros.

  #   ** must be written this way: 

  #     SOUND, CURVE, DOWN, LEFT, RIGHT, UP, SPEED, X1, Y1, X2, Y2

  #    (the values must be separated by coma.

  #     SOUND = Name of the sound file used on the throw start. leave nil for no sound.

  #     CURVE = Curve angle for the throw. Numeric value, can be decimal.

  #       Default Value for straight throws = 0.

  #       Default Value for angled throws = 10.

  #     DOWN = Animation ID when the battler is facing down

  #     LEFT = Animation ID when the battler is facing left

  #     RIGHT = Animation ID when the battler is facing up

  #     UP = Animation ID when the battler is facing up

  #     SPEED = Objetc speed. Numeric value. Default 300.

  #     X1 = Start X position of the throw. Numeric value. Default 0.

  #     Y1 = Start Y position of the throw. Numeric value. Default 0.

  #     X1 = End Y position of the throw. Numeric value. Default 0.

  #     X2 = End Y position of the throw. Numeric value. Default 0.

  #   Ex.: "ENDTHROW/101-Attack13,0,122,123,124,125,300,-20,0,0,0"

  #        "ENDTHROW/nil,10,126,126,126,126,200,0,-20,0,0"

  # -----------------------------------------------------------------------------------

  # "THROWWEAPONIGNORE" : Action Ignores an setting of "STARTTHROWWEAPON/**" and

  #     "ENDTHROWWEAPON/**"

  #=============================================================================

 

  

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # ACTORS SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Actor_Settings[ID] = [Effects]

  #  ID = Actor ID

  #  Effects = Special Effects, look the list on the begin to know wich effects are

  #    avaliable for actors.

  

  Actor_Settings[1] = ["NOCOLLAPSE"]

  Actor_Settings[2] = ["NOCOLLAPSE"]

  Actor_Settings[3] = ["NOCOLLAPSE"]

  Actor_Settings[4] = ["NOCOLLAPSE"]

  Actor_Settings[5] = ["NOCOLLAPSE"]

  Actor_Settings[6] = ["NOCOLLAPSE"]

  Actor_Settings[7] = ["NOCOLLAPSE"]

  

  #=============================================================================

  

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # ENEMIES SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Enemy_Settings[ID] = [Effects]

  #  ID = Enemy ID

  #  Effects = Special Effects, look the list on the begin to know wich effects are

  #    avaliable for enemies.

  

  Enemy_Settings[1] = ["NOCOLLAPSE","TIMEBEFOREANIM/20"]

  Enemy_Settings[4] = ["VICTORYPOSE","ENEMYINTRO","COLLAPSE/1"]

  Enemy_Settings[11] = ["VICTORYPOSE","COLLAPSE/2"]

 

  #=============================================================================

  

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # SKILLS SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Skill_Settings[ID] = [Effects]

  #  ID = Skill ID

  #  Effects = Special Effects, look the list on the begin to know wich effects are

  #    avaliable for skills.

  

  Skill_Settings[1] = ["MOVETYPE/STEPFOWARD"]

  Skill_Settings[2] = ["MOVETYPE/STEPFOWARD"]

  Skill_Settings[3] = ["MOVETYPE/STEPFOWARD"]

  Skill_Settings[4] = ["MOVETYPE/STEPFOWARD"]

  Skill_Settings[5] = ["MOVETYPE/STEPFOWARD"]

  Skill_Settings[6] = ["MOVETYPE/STEPFOWARD"]

  

  Skill_Settings[53] = ["MOVETYPE/STEPFOWARD"]

  Skill_Settings[54] = ["MOVETYPE/STEPFOWARD"]

  Skill_Settings[55] = ["MOVETYPE/STEPFOWARD"]

  Skill_Settings[56] = ["MOVETYPE/STEPFOWARD"]

  

  Skill_Settings[73] = ["MOVETYPE/NOMOVE"]

  Skill_Settings[74] = ["MOVETYPE/NOMOVE"]

  Skill_Settings[75] = ["MOVETYPE/NOMOVE"]

  Skill_Settings[76] = ["MOVETYPE/NOMOVE"]

  Skill_Settings[77] = ["MOVETYPE/NOMOVE"]

  Skill_Settings[78] = ["MOVETYPE/NOMOVE"]

  Skill_Settings[79] = ["MOVETYPE/NOMOVE"]

  Skill_Settings[80] = ["MOVETYPE/NOMOVE"]

 

  Skill_Settings[82] = ["STEAL","MOVETYPE/MOVETOTARGET"]

  Skill_Settings[92] = ["HITS/5"]

  Skill_Settings[93] = ["COMBO/2-4"]

  Skill_Settings[94] = ["FAST"]

  Skill_Settings[95] = ["SLOW"]

  Skill_Settings[96] = ["RANDOM"]

  Skill_Settings[97] = ["INCLUDEUSER"]

  Skill_Settings[98] = ["MOVETYPE/SCREENCENTER","EXCLUDEUSER","TARGET/ALLBATTLERS"]

  Skill_Settings[99] = ["HIDEBATTLER","MOVETYPE/NOMOVE"]

  

  Skill_Settings[110] = ["SEQUENCE/111,112,113,114,115"]

  Skill_Settings[111] = ["ANIME/13"]

  Skill_Settings[112] = ["ANIME/14"]

  Skill_Settings[113] = ["ANIME/15"]

  Skill_Settings[114] = ["ANIME/16"]

  Skill_Settings[115] = ["ANIME/17"]

  

  #=============================================================================

  

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # WEAPONSS SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Weapon_Settings[ID] = [Effects]

  #  ID = Weapon ID

  #  Effects = Special Effects, look the list on the begin to know wich effects are

  #    avaliable for weapons.

  

  Weapon_Settings[17] = ["MOVETYPE/NOMOVE"]

  Weapon_Settings[18] = ["MOVETYPE/NOMOVE"]

  Weapon_Settings[19] = ["MOVETYPE/NOMOVE"]

  Weapon_Settings[20] = ["MOVETYPE/NOMOVE"]

  

  Weapon_Settings[21] = ["MOVETYPE/STEPFOWARD"]

  Weapon_Settings[22] = ["MOVETYPE/STEPFOWARD"]

  Weapon_Settings[23] = ["MOVETYPE/STEPFOWARD"]

  Weapon_Settings[24] = ["MOVETYPE/STEPFOWARD"]

  

  Weapon_Settings[36] = ["MOVETYPE/NOMOVE"]

  Weapon_Settings[37] = ["MOVETYPE/NOMOVE","TARGET/ALLENEMIES"]

  Weapon_Settings[42] = ["MOVETYPE/NOMOVE"]

  

  #=============================================================================

  

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # ITEMS SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Item_Settings[ID] = [Effects]

  #  ID = Item ID

  #  Effects = Special Effects, look the list bellow to know wich effects are

  #    avaliable for items.

  

  Item_Settings[1] = ["MOVETYPE/STEPFOWARD"]

  Item_Settings[2] = ["MOVETYPE/STEPFOWARD"]

  Item_Settings[3] = ["MOVETYPE/STEPFOWARD"]

  Item_Settings[4] = ["MOVETYPE/STEPFOWARD"]

  Item_Settings[5] = ["MOVETYPE/STEPFOWARD"]

  Item_Settings[6] = ["MOVETYPE/STEPFOWARD"]

  Item_Settings[7] = ["MOVETYPE/STEPFOWARD"]

  Item_Settings[8] = ["MOVETYPE/STEPFOWARD"]

  Item_Settings[9] = ["MOVETYPE/STEPFOWARD"]

  Item_Settings[10] = ["MOVETYPE/STEPFOWARD"]

  Item_Settings[11] = ["MOVETYPE/STEPFOWARD"]

  Item_Settings[12] = ["MOVETYPE/STEPFOWARD"]

  

  Item_Settings[30] = ["MOVETYPE/NOMOVE"]

  

  #=============================================================================

 

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # SOUND EFFECTS/BATTLE CRY SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Here you can configure the sound effects of actors and enemies.

  # The configuration form is very simillar to the othe settings.

  #

  # Configuration of Sound effects based on battler poses

  # Useful for sound effects syncronized with poses (setep sound, weapon swing and even voices)

  # This one is file based, so all battlers with the same graphic will have this sounds.

  # Pose_Battle_Cry['File Name'] = {POSE => {FRAME => Settings}}

  #

  # Settings for actors sound effects

  # Actor_Battle_Cry[Actor ID] = {'EFFECT' => Settings}

  #

  # Settings for enemies sound effects

  # Enemy_Battle_Cry[ID do Inimigo] = {'EFFECT' => Settings}

  #

  # Então deverá adicionar os atributos. Porém, a condiguração dos atributos é

  # mais complexa

    

  Pose_Battle_Cry['Leon'] = {7 => {2 => ['064-Swing03',100,100]},

     5 => {1 => ['016-Jump02',80,100], 3 => ['016-Jump02',80,100]},

     6 => {1 => ['016-Jump02',80,100], 3 => ['016-Jump02',80,100]},}

 

  Actor_Battle_Cry[1] = {'COLLAPSE' => [['011-System11',80,100]]}

  Actor_Battle_Cry[2] = {'COLLAPSE' => [['011-System11',80,100]]}

  Actor_Battle_Cry[3] = {'COLLAPSE' => [['011-System11',80,100]]}

  Actor_Battle_Cry[4] = {'COLLAPSE' => [['011-System11',80,100]]}

  Actor_Battle_Cry[5] = {'COLLAPSE' => [['011-System11',80,100]]}

  Actor_Battle_Cry[6] = {'COLLAPSE' => [['011-System11',80,100]]}

  Actor_Battle_Cry[7] = {'COLLAPSE' => [['011-System11',80,100]]}

  Actor_Battle_Cry[8] = {'COLLAPSE' => [['011-System11',80,100]]}

 

  Enemy_Battle_Cry[1] = {'COLLAPSE' => [['011-System11',80,100]]}

  Enemy_Battle_Cry[2] = {'COLLAPSE' => [['012-System12',80,100]]}

  Enemy_Battle_Cry[3] = {'COLLAPSE' => [['012-System12',80,100]]}

  Enemy_Battle_Cry[5] = {'COLLAPSE' => [['012-System12',80,100]]}

  Enemy_Battle_Cry[6] = {'COLLAPSE' => [['012-System12',80,100]]}

  Enemy_Battle_Cry[7] = {'COLLAPSE' => [['012-System12',80,100]]}

  Enemy_Battle_Cry[8] = {'COLLAPSE' => [['012-System12',80,100]]}

  Enemy_Battle_Cry[9] = {'COLLAPSE' => [['012-System12',80,100]]}

  Enemy_Battle_Cry[10] = {'COLLAPSE' => [['012-System12',80,100]]}

  

  # LIST OF COMMANDS FOR SOUND EFFECT SETTINGS:

  #  All sound configurations follow this sintaxe:

  #    ['file name', volume, potch]

  #  You can add more than one effect, if you add, the effect will be selected randomly.

  # 

  # EFFECTS FOR POSES:

  # These sound effects are used syncronized with poses

  # They're written that way:  POSE => {FRAME => [Settings]}

  # POSE = Pose ID

  # FRAME = Frame wich the sound is played

  # Settings = ['file name', volume, pitch]

  #  Ex.:

  #  7 => {2 => ['shout01', 100, 10], 3 => ['shout02', 100, 10]}

  # On this example, during the 2nd frame from pose ID 7 the sound effect 'sound01' is used,

  #  during the 3rd frame from pose ID 7 the sound effect 'sound01' is used,

  #

  # BASIC EFFECTS:

  # These effects are used on "static" actions.

  # They're written that way: 'EFFECT' => [[Settings]]

  # In this case you must add all the sound effects on the first array.

  #  E.g.:

  #  'INTRO' => [['shout01', 100, 100],['shout02', 100, 100],['shout03', 100, 100]]

  #  The intro sound used will be 'shout01', 'shout02' or 'shout03'.

  #

  # 'INTRO' => [[Settings],[Settings]]

  #   Sound effect for battle intro.

  # -----------------------------------------------------------------------------------

  # 'DAMAGE' => [[Settings],[Settings]]

  #   Sound effect for reciving damage.

  # -----------------------------------------------------------------------------------

  # 'EVADE' => [[Settings],[Settings]]

  #   Sound effect for evade attack.

  # -----------------------------------------------------------------------------------

  # 'DEFENSE' = [[Settings],[Settings]]

  #   Sound effect for start defense.

  # -----------------------------------------------------------------------------------

  # 'COLLAPSE' => [[Settings],[Settings]]

  #   Sound effect for dying.

  # -----------------------------------------------------------------------------------

  # 'VICTORY' => [[Settings],[Settings]]

  #   Sound effect for victory.

  # -----------------------------------------------------------------------------------

  # 'ESCAPE' => [[Settings],[Settings]]

  #   Sound effect for escaping.

  #

  # ADVANCED EFFECTS:

  # These are sound effects that changes according to the base action.

  # Estes são efeitos sonoror que variam de acordo com a ação base.

  # They're written that way: 'EFFECT' => {'BASE' => [Settings], ID => [Settings]}

  # The 'BASE' value must always be added, and will be used if the action don't

  # have it's own settings.

  #  E.g.: 'SKILLUSE' => {

  #       'BASE' => [['skill shout01', 100, 100],['skill shout02', 100, 100]],

  #       1 => [['skill ID1 shout01', 100, 100],['skill ID1 shout02', 100, 100]],

  #       2 => [['skill ID2 shout01', 100, 100],['skill ID2 shout02', 100, 100]]}

  #  The skill ID 1 will have the sounds 'skill ID1 shout01' ou 'skill ID1 shout02',

  #  the skill ID 2 will have the sounds 'skill ID2 shout01' ou 'skill ID2 shout02',

  #  any other skill will have the sounds 'skill shout01' ou 'skill shout02'.

  #

  # 'SKILLCAST' => {'BASE' =>[[Settings],[Settings]], ID =>[[Settings],[Settings]]}

  #   Sound effect for skill cast.

  # 'SKILLUSE' => {'BASE' =>[[Settings],[Settings]], ID =>[[Settings],[Settings]]}

  #   Sound effect for skill use

  # 'WEAPON' => {'BASE' =>[[Settings],[Settings]], ID =>[[Settings],[Settings]]}

  #   Sound effect for weapon attack

  # 'ITEM' => {'BASE' =>[[Settings],[Settings]], ID =>[[Settings],[Settings]]}

  #   Sound effect for items.

  #=============================================================================

 

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # SLIP DAMAGE CONFIGURAION

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Configuration of the 'slip effects' (poison and regen)

  # Slip_Pop_State[Slip_Type] = { State_ID => [Type, Constant, Rate, Dmg_Pop, Kill]} 

  #   Slip_Type = Order of damage/regen exhibition

  #     Must be equal 'Slip_1' or 'Slip_1'

  #   State_ID = ID of the state

  #   Type = 'hp' for HP effects, 'sp' for SP effects

  #   Constant = Fixed value applied.

  #     Positive values are damage, negative values are healing

  #   Rate = % value applied, based on HP/SP Max.

  #     Positive values are damage, negative values are healing

  #   Dmg_Pop = true/false. The damage/regen will pop?

  #   Kill = true/false. The effect can kill the target?.

  #

  #   There's no real difference between 'Slip_1' and 'Slip_2', since what define the

  #   damage/heal is the value configurated in 'Constant' and 'Rate'.

  #   The difference is in the order that the effect will be applied.

  #   If you create an regen and a poison of the type 'Slip_1' both will be applied

  #   at the same time.

  #

  #   E.g.: You have an poison that deals 49 damage, and an regen that heals 42 HP

  #     the value shown in the screen will be 7 (49 - 42 = 7)

  #

  #   If the effects are of different types, each value will be shown separately

  #

  Slip_Pop_State['Slip_1'] = {3 =>['hp', 0, 10, true, true], 21 =>['sp', 0, 10, true, true]}

  

  Slip_Pop_State['Slip_2'] = {22 =>['hp', 0, -10, true, true], 23 =>['sp', 0, -10, true, true]}

  #=============================================================================

 

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # MULTI DROP ITEMS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Enemy_Drops[ID] = {'ITEM' => RATE}

  #

  # ID = Enemy ID

  # ITEM = Item type and ID. Must be expressed as 'xY'

  #  where x = item type and Y = item ID

  #  x must be 'a' for armors, 'w' for weapons, 'i' for items

  #  E.g.: 'a12' = Armor ID 12

  # RATE = Item drop %. An value between 0 and 100, can be decimals

  #  E.g.: '5.4' = 5.4% drop rate

  #

  # E.g.: Enemy_Drops[15] = {'w6' => 22.5, 'a9' => 12}

  # That means enemy ID 15 (Enemy_Drops[15])

  # has 22,5% of dropping the weapon ID 6 ('w6' => 22.5)

  # and have 12% of dropping the armor ID 9 ('a9' => 12)

  # 

  # Repeated items won't be considered

  #

  Enemy_Drops[1] = {'a1' => 15.5, 'w1' => 10, 'i2' =>  50}

  Enemy_Drops[2] = {'i3' => 22.5, 'w2' => 0.5}

  #=============================================================================

 

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # STEAL ITEMS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Enemy_Steal[ID] = {'ITEM' => RATE}

  #

  # ID = Enemy ID

  # ITEM = Item type and ID. Must be expressed as 'xY'

  #  where x = item type and Y = item ID

  #  x must be 'a' for armors, 'w' for weapons, 'i' for items, 'g' for money

  #  E.g.: 'a12' = Armor ID 12

  # RATE = Item drop %. An value between 0 and 100, can be decimals

  #  E.g.: '5.4' = 5.4% drop rate

  #

  # E.g.: Enemy_Drops[15] = {'w6' => 22.5, 'g900' => 12}

  # That means enemy ID 15 (Enemy_Drops[15])

  # has 22,5% of dropping the weapon ID 6 ('w6' => 22.5) when stole,

  # and have 12% of dropping 900 gold ('g900' => 12) when stole.

  # 

  # Repeated items won't be considered

  #

  Enemy_Steal[1] = {'g100' => 50, 'w1' => 50, 'a1' => 15}

  Enemy_Steal[2] = {'i3' => 22.5, 'w2' => 5}

  #=============================================================================

 

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # CUSTOM GRAPHICS POSES CONFIG

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # Configuration of the poses pattern

  # You can set differen patterns for each pose.

  #

  # Pose_Sprite['Name'] = {Settings}

  # The Settings are the following.

  #  Base Setting - this is the graphic dimensions settings

  #   'Base' => [X, Y, SPD, Mirror]

  #      'Base' = this is the value that sets the base settings, don't change.

  #      X = number of horizontal frames. Numeric value higher than zero. Default 4.

  #      Y = number of vertical frames. Numeric value higher than zero. Default 11.

  #      SDP = Movement Speed. Numeric value higher than zero. Default 200.

  #      Mirror = invert graphic. true or false. Default false.

  #

  #  Pose Settings - These are the setting of each pose.

  #    Pose_ID => [Frames, Time, Loop, Speed]

  #      Pose_ID = The Pose ID. Numeric value higher than zero.

  #      Frames = Number of animation frames. Numeric value higher than zero.

  #      Time = Duration of each frame pose.Numeric value higher than zero.

  #      Loop = Animation Loop. true or false.

  #      Speed = Move Speed, Numeric Value higher than 0, Default 200.

  #        can be omited or nil. If so, the default speed (set on 'Base') is used.

  #

  #  Extra Settings - These are optional settings.

  #    Remember that if you add these settings here, *all* graphics will have these

  #    settings (except the ones you set individually on the ACBS | Config 2 - Advanced)

  #    The extra settings are "Shadow" and "Jump"

  #   

  #    'Shadow' =>['Name', X, Y]

  #      'Shadow' = this is the value that sets the shadow setting.

  #      'Name' = Name of the shadow graphic file.

  #       X = Shadow position X adjust. Numeric value.

  #       Y = Shadow position Y adjust. Numeric value.

  #     

  #    'Jump' => {Direction => Height}

  #      'Jump' = this is the value that sets the shadow setting.

  #      Direction = Here you set wich movement action will have.

  #        Can be one of the following value, or both.

  #        'Advance' the battler will jump during the advanve movement

  #        'Return' the battler will jump during the return movement

  #      Altura = jump height. Numeric Vaule. Default 10

  #     Ex.: 'Jump' =>{'Return' => 10}

  #          'Jump' =>{'Advance' => 12,'Return' => 8}

  #

  #   'Adjust' => [X, Y]

  #      'Adjust' = Value that sets an adjust for battler sprite X/Y position.

  #        Must be used if the battler is not well aligned

  #        X = X position adjust. Numeric Value

  #        Y = Y position adjust. Numeric Value

  #

  #   'ThrowStart' => {Pose =>[X, Y]}

  #      'ThrowStart' = value that set the throw start point.

  #        By default, the start point depends on the frame height.

  #        Must be used if you  have an battler with throw.

  #        If needed, you can set different start points for each pose

  #        Pose = ID of the pose that will be adjusted

  #        X = X position adjust. Numeric Value

  #        Y = Y position adjust. Numeric Value

  #    

  #   'Center' => {Pose =>[X, Y]}

  #      'Center' = Value that sets the sprite "center", used to set the target point

  #        for battle animations and throws.

  #        By default, the center is based on the frame dimensions, but don't take

  #        into consideration the position of the sprite inside the frame

  #        If the sprite is on an uncommon position compared to the center (like an

  #        fying enemy that stays above the center).

  #        Pose = ID of the pose that will be adjusted, can be equal 'Base', setting

  #          the center for all poses by default, unless the pose has it own setting.

  #

  # You don't need to add all values here, only the ones that will be changed.

  # E.g.: 

  #   The sprite with file name "Test Sprite" have 4 horizontal poses and 10 veriticals.

  #   You also want that it have jump when advancing.

  #   All the poses follow the same configuration as the default.

  #   So you just need to add the changed values, in this example "Base" and "Jump"

  #

  # Pose_Sprite['Test Sprite'] = {'Base' =>[4,10,200,false],'Jump' =>['Advance']}

  #

  Pose_Sprite['Leon'] = {'Base' =>[7,14,200,false],

    1 =>[4,10,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[4,4,true], 

    6 =>[4,4,true], 7 =>[5,2,false],  8 =>[6,4,false], 9 =>[2,4,false], 10 =>[5,4,false],

    11 =>[2,4,false], 12 =>[3,3,false], 13 =>[5,2,false], 14 =>[7,3,false]}

 

  Pose_Sprite['Zelos'] = {'Base' =>[9,16,200,false], 

    1 =>[4,8,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[6,4,true], 

    6 =>[6,4,true], 7 =>[5,2,false], 8 =>[7,4,false], 9 =>[1,4,true], 10 =>[9,6,false],

    11 =>[1,4,true], 12 =>[6,3,false], 13 =>[4,2,false], 14 =>[6,2,false], 15 =>[5,2,false],

    16 =>[5,2,false]}

 

  Pose_Sprite['Chester'] = {'Base' =>[7,14,200,false], 

    1 =>[4,12,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[4,4,true],

    6 =>[4,4,true], 7 =>[6,4,false], 8 =>[1,4,true], 9 =>[1,4,true], 10 =>[5,4,false],

    11 =>[1,4,true], 12 =>[6,4,false], 13 =>[7,4,false], 14 =>[6,4,false],

    'ThrowStart' =>{7 =>[10, 14], 13 =>[10, 20], 14 =>[10, 20]}}

 

  Pose_Sprite['Klarth'] = {'Base' =>[6,11,200,false],

    1 =>[4,16,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[4,4,true], 

    6 =>[4,4,true], 7 =>[5,3,false], 8 =>[6,4,false], 9 =>[1,4,true], 10 =>[5,8,false],

    11 =>[1,4,true]}

    

  Pose_Sprite['Chelsea'] = {'Base' =>[7,13,200,false],

    1 =>[4,12,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[4,4,true], 

    6 =>[4,4,true], 7 =>[5,3,false], 8 =>[1,12,false], 9 =>[1,4,true], 10 =>[5,6,true],

    11 =>[1,4,true], 12 =>[5,3,false], 13 =>[7,3,false],

    'ThrowStart' =>{7 =>[-10, 40], 13 =>[-10, 40]}}

 

  Pose_Sprite['Thanatos'] = {'Base' =>[6,13,200,false], 

    1 =>[6,8,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[4,4,true],

    6 =>[4,4,true], 7 =>[4,2,false], 8 =>[3,4,false], 9 =>[1,4,true], 10 =>[4,4,false],

    11 =>[1,4,true], 12 =>[5,4,false], 13 =>[6,4,false], 'Shadow' =>['Shadow00', 0, 0],

    'Jump' =>{'Advance' => 10,'Return' => 10}}

 

  Pose_Sprite['Ghost 1'] = {'Base' =>[7,11,200,false],

    1 =>[4,8,true], 2 =>[1,4,true], 3 =>[4,12,true], 4  =>[1,4,true], 5 =>[3,4,true],

    6 =>[3,4,true], 7 =>[7,2,false], 8 =>[2,4,false], 9 =>[3,6,true], 10 =>[4,4,false],

    11 =>[5,4,false]}

 

  Pose_Sprite['Slime 1'] = {'Base' =>[6,11,200,false], 

    1 =>[4,8,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[4,4,true],

    6 =>[4,4,true], 7 =>[6,3,false], 8 =>[2,4,false], 9 =>[3,4,false], 10 =>[4,4,false],

    11 =>[1,4,true]}

 

  Pose_Sprite['Shadow Servant 1'] = {'Base' =>[6,11,200,false],

    1 =>[6,8,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[1,4,true],

    6 =>[1,4,true], 7 =>[5,2,false], 8 =>[4,2,false], 9 =>[1,4,true], 10 =>[1,4,true],

    11 =>[1,4,true]}

 

  Pose_Sprite['%Wenia'] = {'Base' =>[5,13,200,false],

    1 =>[3,8,true], 2 =>[2,4,false], 3 =>[2,12,true], 4 =>[1,4,true], 5 =>[5,4,true],

    6 =>[5,4,true], 7 =>[5,2,false], 8 =>[5,4,false], 9 =>[1,4,true], 10 =>[1,4,true],

    11 =>[1,4,true], 12 =>[5,4,false], 13 =>[1,4,true]}

 

  Pose_Sprite['%Soldier'] = {'Base' =>[4,12,200,false],

    1 =>[4,10,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[4,4,true],

    6 =>[4,4,true], 7 =>[4,2,false], 8 =>[3,4,false], 9 =>[1,4,true], 10 =>[3,6,true],

    11 =>[1,4,true], 12 =>[1,4,true]}

 

  Pose_Sprite['Lloyd'] = {'Base' =>[10,15,200,false], 'Adjust' => [0,6],

    1 =>[6,6,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[6,4,true],

    6 =>[6,4,true], 7 =>[7,2,false], 8 =>[1,4,true], 9 =>[2,4,false], 10 =>[10,4,false],

    11 =>[1,4,true], 12 =>[6,2,false], 13 =>[5,2,false], 14 =>[7,2,false], 15 =>[7,2,false]}

 

  Pose_Sprite['Nanaly'] = {'Base' =>[10,13,200,false],

    1 =>[3,12,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[6,4,true],

    6 =>[6,4,true], 7 =>[7,2,false], 8 =>[6,4,false], 9 =>[1,4,true], 10 =>[6,4,false],

    11 =>[1,4,true], 12 =>[7,2,false], 13 =>[10,2,false]}

 

  Pose_Sprite['Arche Klaine'] = {'Base' =>[6,11,200,false],

    1 =>[4,10,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[4,6,true],

    6 =>[4,6,true], 7 =>[6,3,false], 8 =>[5,6,false], 9 =>[1,4,true], 10 =>[3,6,false],

    11 =>[1,4,true]}

 

  Pose_Sprite['Max'] = {'Base' =>[10,14,200,false],

    1 =>[4,10,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[4,6,true],

    6 =>[4,6,true], 7 =>[4,3,false], 8 =>[8,4,false], 9 =>[1,4,true], 10 =>[8,6,false],

    11 =>[1,4,true], 12 =>[5,3,true], 13 =>[4,3,false], 14 =>[10,4,false]}

 

  Pose_Sprite['Celsius'] = {'Base' =>[7,17,200,false],

    1 =>[4,12,true], 2 =>[1,4,true], 3 =>[1,4,true], 4 =>[1,4,true], 5 =>[4,4,true],

    6 =>[4,4,true], 7 =>[7,2,false], 8 =>[2,6,false], 9 =>[5,4,false], 10 =>[1,4,true],

    11 =>[1,4,true], 12 =>[6,4,true], 13 =>[4,2,false], 14 =>[4,2,false], 15 =>[5,2,false],

    16 =>[3,2,false], 17 =>[6,2,false]}

  

  Pose_Sprite['Crono'] = {'Base' =>[4,11,200,false], 

    1 =>[4,6,true], 2 =>[1,4,true], 3 =>[2,14,true], 4 =>[1,4,true], 5 =>[1,4,true],

    6 =>[1,4,true], 7 =>[4,3,false], 8 =>[2,6,false], 9 =>[4,4,false], 10 =>[2,16,true],

    11 =>[1,4,true], 'Escape' => 1, 'Jump' =>{'Advance' => 10}, 'Adjust' => [0,12]}

  

  Pose_Sprite['Frog'] = {'Base' =>[5,11,200,false], 

    1 =>[2,10,true], 2 =>[1,4,true], 3 =>[1,14,true], 4 =>[1,4,true], 5 =>[1,4,true],

    6 =>[1,4,true], 7 =>[3,3,false], 8 =>[5,4,false], 9 =>[4,4,false], 10 =>[2,16,true],

    11 =>[1,4,true], 'Escape' => 1, 'Jump' =>{'Advance' => 10}, 'Adjust' => [0,24],}

 

  Pose_Sprite['Lucca'] = {'Base' =>[3,11,200,false],

    1 =>[2,14,true], 2 =>[1,4,true], 3 =>[2,14,true], 4 =>[1,4,true], 5 =>[1,4,true],

    6 =>[1,4,true], 7 =>[3,3,false], 8 =>[2,6,false], 9 =>[2,4,false], 10 =>[2,16,true],

    11 =>[1,4,true], 'Escape' => 1, 'Adjust' => [0,12]}

  

  Pose_Sprite['Magus'] = {'Base' =>[8,11,200,false], 

    'Adjust' => [0,12], 1 =>[3,10,true], 2 =>[1,4,true], 3 =>[5,14,true], 4 =>[1,4,true],

    5 =>[1,4,true], 6 =>[1,4,true], 7 =>[3,3,false], 8 =>[8,6,false], 9 =>[2,4,false],

    10 =>[2,16,true], 11 =>[1,4,true], 'Jump' =>{'Advance' => 10,'Return' => 10}}

  

  Pose_Sprite['Yakra'] = {'Base' =>[6,11,200,false],  'Adjust' => [0,12],

    1 =>[1,6,true], 2 =>[1,4,true], 3 =>[1,14,true], 4 =>[1,4,true], 5 =>[3,4,true],

    6 =>[3,4,true], 7 =>[2,3,false], 8 =>[8,6,false], 9 =>[2,4,false], 10 =>[2,16,true],

    11 =>[1,4,true]}

  

  Pose_Sprite['Imp'] = {'Base' =>[4,11,200,false], 'Adjust' => [0,12],

    1 =>[3,6,true], 2 =>[1,4,true], 3 =>[4,14,true], 4 =>[1,4,true], 5 =>[4,4,true],

    6 =>[4,4,true], 7 =>[3,3,false], 8 =>[3,6,false], 9 =>[3,4,false], 10 =>[3,16,true],

    11 =>[1,4,true]}

 

  Pose_Sprite['Adel'] = {'Jump' =>['Advance','Return'], 'Shadow' =>['Shadow00', 0, 0]}

  

  Pose_Sprite['Ziegfred_btl'] = {'Magic' => 9, 'Item' => 9, 'Skill' => 8}

  

  # If a battler have some different pattern from the default you can configure

  # them individually.

  #  E.g.: you set "Defense_Pose = 4", so the defense pose will be the fourth.

  #    But you have a graphic that the defense pose is the seventh.

  #    If you don't want to edit the graphic you can add to the battler setting 

  #    this Setting: 'Defense' => 7

  #    That way, for that battler, the defense pose will be the seventh

  #

  #   'Idle' = Wait pose (Recomended never change, because it can cause funtion losses)

  #   'Hurt' = Pose when Taking Damage(Recomended never change, because it can cause funtion losses)

  #   'Danger' = Idle pose when HP is low

  #   'Defense' = Idle pose when guarding

  #   'Advance' = Moving foward

  #   'Return' = Return move pose

  #   'Attack' = Pose when attacking

  #   'Skill' = Pose when using Physical Skills

  #   'Magic' = Pose when using Magical Skills

  #   'Item' = Pose when using Items

  #   'Dead' = Dead Idle pose

  #   'Intro' = Pose used in the begin of battle

  #   'Victory' = Battle Victory pose

  #   'Evade' = Pose when evade an attack

  #   'Escape' = Pose when escaping from battle

  #   'Critical' = Pose for Critical Attacks

  #   'Advance_Start' = Pose for advance start

  #   'Advance_End' = Pose for advance end

  #   'Return_Start' = Pose for return start

  #   'Return_End' =Pose for return end

  #   'Magic_Cast' = Pose for Magic Skill Cast

  #   'Physical_Cast' = Pose for Physical Skill Cast

  #   'Item_Cast' = Pose for Item Use Cast

  #=============================================================================

 

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # END OF SETTINGS

  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

end

PD:
Im having another problem. This time is with Two Hands addon.
Im calling this:
$game_party.two_swords_actors_add(1)
And give me a error:
undefined variable i here:
#--------------------------------------------------------------------------
def remove_left_equip_actor
equip(i, 1)
end

Its a bug? Its seems that to me, no? The i will never be there if it isnt @ or its passed as argument...
 

Atoa

Member

@gerrtunk
Q:The battlers are screwed, what happened?
Img5-13.png

A:If you're not using custom battlers, it's because the battler pattern is different from the default
So you must make an custom configuration for it.
This graphic DON'T use the default patterns (the Minkoff 4 x 11) so it need an specific custom setting.

I think i didnt modify nothing,
This is the problem, this graphic needs an specific setting

Base_Sprite_Settings = {'Base' => [4,11,200,false]
As you can see you telling the script that all graphics have 4 horizontal frames, and 11 vertical frames. wich your graphics don't have.

Instead of using the ACBS templates (wich needs an single setting for *each one*) use the minkoff template.
 
lezebulon":1xosxy18 said:
when you enter battle, is it normal that you don't see your party moving into position?
I see chrono go to his spot, but Frog and Lucca just appear at their battle position... how can I fix this?

If you have the caterpillar members turned invisible, they will become visible when the battle starts. If they're visible, it should work the way you want.

I actually edited the script to make it so that, if they're invisible, they come out from behind the main character, to mimic the way party members generally appear in my cut scenes. If this is something you would want to do, let me know and I can post my edits. But once Atoa updates the script to actually work without crashing all the time, and to work properly with only one party member, my edits might become incompatible.
 
Thanks, but what about this problem?
PD:
Im having another problem. This time is with Two Hands addon.
Im calling this:
$game_party.two_swords_actors_add(1)
And give me a error:
undefined variable i here:
#--------------------------------------------------------------------------
def remove_left_equip_actor
equip(i, 1)
end

Its a bug? Its seems that to me, no? The i will never be there if it isnt @ or its passed as argument...
 

Atoa

Member

@gerrtunk
It's a bug, simple like that. Wait for the fix.

@MayorAnime
Thanks for the support, i think most of the more obvious gitches were already reported, so now just wait for the update (it may take a bit long)
 
Atoa":2fab68z4 said:
@MayorAnime
Thanks for the support, i think most of the more obvious gitches were already reported, so now just wait for the update (it may take a bit long)

Always a pleasure!

Will the next update please to have support for armor/shields/helms/accessories to have things like Multi-Hit or Random please? *googly eyes*

Best of luck!
 

Atoa

Member

Will the next update please to have support for armor/shields/helms/accessories to have things like Multi-Hit or Random please
Probably not, because they're not "actions". And the settings were made to fit only valid atictions (physical attacks, items and skills)

Maybe an add on in the future for that (from now i will avoid to make changes on the core system it self to add new features)

@gerrtunk
If you don't know what are theses settings, it's time to read again the instructions...
 
Atoa":152m4wo4 said:
Will the next update please to have support for armor/shields/helms/accessories to have things like Multi-Hit or Random please
Probably not, because they're not "actions". And the settings were made to fit only valid atictions (physical attacks, items and skills)

Maybe an add on in the future for that (from now i will avoid to make changes on the core system it self to add new features)

@gerrtunk
If you don't know what are theses settings, it's time to read again the instructions...

I readed all, it was a mistake. I was thinking that he was asking about a combat feature new to the system, and i was asking thinking in my addon.
 
Atoa":31721ec4 said:
Will the next update please to have support for armor/shields/helms/accessories to have things like Multi-Hit or Random please
Probably not, because they're not "actions". And the settings were made to fit only valid atictions (physical attacks, items and skills)

Hmm. Is there a good work-a-round for that? Because that's kinda how I was handling things in my game. Shields were to be addons that allows for multiple hits.
 

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