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ACBS - Atoa Custom Battle System 3.2

Atoa

Member

@Mikepjr
Also i noticed in the latest script, animations are off-centered, i basically told the part where you can tell it where the animations sit not to effect it, but they still seem off centered.. so i keep having to adjust in the database to compensate for where animations oddly enough, want to show up over battlers..
Like i said, the RMXP use an CRAP system to position the animations, so most of your animations of the database *won't fit in game like it do on the database*

And the item drops works normally here, so it's nothing with the ACBS.

@MayorAnime
Using any add-on? Withou add-ons the exp is working fine here.
 
... uhhh huh..
I never thought anything the way it is in the database has ever been crap.. it makes things pretty streamlined in my opinion.. but what ever..
 

Atoa

Member

@Mikepjr
I never thought anything the way it is in the database has ever been crap.. it makes things pretty streamlined in my opinion
That if you consider a *static* battler, that won't have any blank space on the frame.
This is ok with an not animated battler, with no blank space, but not if you leave a big blank space above the frame, due to de animations.
Also the Z axis of all animations is = 2000, with makes them always show above all battlers.

what if you have 3 battles
1
2
3
and want a animation that targets battler 2, but to give an "depth" effect, want it to be bellow battler 3? You're screwed : D



Also you're considering only your own needs, but this system wasn't made only to serve you, everything on it has an reason, it may not be useful for you, but are useful in some way for others.
 
When did i ever say it was meant to only serve me?
I'm just finding a lot of this a bit difficult.. for me anyhow.
I am curious though, if you don't use the animation settings for the placement of them in the script, should they not revert back to the position set to them in the database?
I'm just saying, if someone does not want to worry about them being centered like that there in the script, why not have it revert back to how it's set in the database as a sort of, default?
 
Atoa":y32cqsf0 said:
@MayorAnime
Using any add-on? Withou add-ons the exp is working fine here.

Addons are: ATB, New Status, Skill Reflect, Skill Overdrive, Skill Charge, Skill Scan, Atoa Bestiary, and Atoa Summon.

So now you know where the problem may lie, oui? Or should I test each on individually for ya?
 

Atoa

Member

@MayorAnime
I tested with the same add-ons here and no problem with exp.
Maybe i fixed it without notice during the fixes of other bugs XD

In any case, send me your basic settings and the settings of the add-ons, to se if there's something different on them

@Mikepjr
I'm just finding a lot of this a bit difficult.. for me anyhow.
I never said it would be easy, i always warn people that this is an *complex* system. Don't expect to have an good result without great effort.

About the animations take a look at this:
http://www.youtube.com/watch?v=fQSxNM3QHfk
I had to reposition ALL animations you see on this video, since the battlers have different frame height, but the sprite itself has the same height, so the same animations appears in different positions.
Take a look at these two battlers:
xander1.png
storm20.png

The sprite have the same height, but the frame don't, because one of them have an jumping animation an needs an bigger frame. And gess what, the animation that was supposed to show at the BOTTOM of the frame apears in different positions! The bottom of both frames are at the same place, why the hell the anims don't shows on the right place? Because the RM don't use the ACTUAL BOTTOM OF THE SPRITE!
The RM use the (battler.height - battler.height / 3) as the "bottom", so the anim that was supposed do appear on the foot of both battlers, in one of them shows at the chest!

Also, only the "bottom" animations had changes, the other other positions were unchanged.
 
I solved that problem actually by making all my battlers use the same frame height that way anything i use for one will work with another.
It is how i have been doing it since i started working with your system, which i started working with it since your very first one a long ways back.
Oh and my animations don't appear at the feet, they appear centered on the players, for casting anyhow, my game is modeled a bit after FF4 in some ways and like FF1 in other ways.

I keep having to adjust things with each new system you released, cause you do seem to change things with each released.
Each time i use your latest script though, i have go back and change a few things to be like when i first started using it.
For instance, i found a way to have the Victory ME play as a BGM, but i had to change your main script to have it work.

It's a few lines i change each new release you make, i tell it to look at the name of the ME but call it from the BGM folder, as a BGM of course, then i tell it to stop playing and play the map BGM when the battle is over, it's a simple way to have a looping Victory theme.

But that was only an example of little things i have to change each version of the system.
I noticed the system change with each released, at one point, i could have a sub folder for the battlers so i could have an easier time placing them on the field by hand so that they call the same image for the animated battler from the sub-folder.. if that makes sense... i'm not sure if it was something you had in it at one point, or something i did, i just know when i compare to that version with your latest version i can't find the part of the script to change that.. but i guess it's fine without it, especially considering how it can cause your game folder to get bigger doing it like that, but that's just a little example of how, i have seen you .. how do i say this?... how i seen you revamp the system each time, and changing the code some what.

I guess at one point, i started thinking you would some how just make plug-in scripts at one point for new things you wanted >_<
It's a great system, just some things seem more complicated than they used to be, and it can be nerve racking, especially for me.. i have a condition which makes it hard for me to focus and do things... sitting here typing all these has been difficult.. i wanna hit my head after sitting and doing like this typing, especially as slow as i do. >_<

Oh and i figured out a way around what i'm trying to do.
I'm just going to use the actual frames for the players for the casting effect, right over the battler graphics, and just add the sound i need through the part of the script for pose crys.
 

Atoa

Member

@Mikepjr
I keep having to adjust things with each new system you released, cause you do seem to change things with each released.
It's called UPDATE.
If i didn't changed anything along all the way until now, how do you expect the thigs to be how they are now?

If you don't like the changes of each updates, simply use the older version, or you expect an update withou changes? .-.

I guess at one point, i started thinking you would some how just make plug-in scripts at one point for new things you wanted >_<
Like I said before: You talk like it's easy to add settings for *all* things that people might like.
If that was so easy as you talk, i would do, BUT IT'S NOT! Some changens MUST be done on the main scripts, or you cause more issues than if i leave the things as it is.

It's a great system, just some things seem more complicated than they used to be
They are that way because they need to be, the system have limitations, and i can't do everything in the "way that would be better".

I have to make improvements, but many of the default things are too crappy to work that i have to do them from scratch.
 
By the way, the way you were explaining to do the animations was not working and i don't see how to target one skill on myself for a casting effect yet have the rest of it cast on the player, the closest thing i was able to do was use the ANIME feature and make new poses that actually have the frames and everything set manually.
And i might have missed something, but is their a way to add more .. um.. i guess you would say, poses?
Like their is attacking and casting and item use and so on, is their a way to add more if i need them?
I might have missed it if their is, but i want to make some slightly different attacking motions, some weapons will have the player strike differently than others is why i ask.
 

Atoa

Member

Code:
  # -----------------------------------------------------------------------------------

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

  #   more than one value to make the pose random. Leave 0 for no pose change

  #   ** must be equal the Poses ID, separated by comas.

  #   Ex.: "ANIME/0"

  #        "ANIME/12"

  #        "ANIME/12,13,14"
Use the "ANIME/**" setting on the weapon you want, and it will use the pose set.
 
Atoa":1hdnx1ip said:
@MayorAnime
I tested with the same add-ons here and no problem with exp.
Maybe i fixed it without notice during the fixes of other bugs XD

In any case, send me your basic settings and the settings of the add-ons, to se if there's something different on them

Sure! Here you go. First basic:

Code:
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # 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 = true

  # 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

  

  # Set movement during escapes. If true, adds escape animation to the battlers.

  Escape_Move = false

 

  # EXP Division

  EXP_Share = false

  # 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

  

  # Base Variance for Normal Attacks

  Base_Variance = 10

  

  # 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   = 8  # Pose when using Physical Skills

  Magic_Pose   = 8  # Pose when using Magical Skills

  Item_Pose    = 13  # 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    = 12   # Pose when evade an attack

  Escape_Pose   = 6   # Pose when escaping from battle

  Critical_Pose = 14 # 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    = 15 # 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

  # 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 => [4,8,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

  Random_Move  = false  # Random motion to view the damage (only if Pop_Move = true)

  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  = 0.95   # 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

Then advanced:

Code:
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

  # 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

  #

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

  # "DMGVARIANCE/**" : Sets an custom variance for weapons

  #    an numeric value between 0 and 100, can be decimals.

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

  # "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

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

  # "HELPDELETE" : Remove window showing item/skill name

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

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

  #   more than one value to make the pose random.

  #   ** must be equal the Poses ID, separated by comas.

  #   Ex.: "CAST/9"

  #       "CAST/8,9"

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

  # "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. You can add

  #   more than one value to make the pose random. Leave 0 for no pose change

  #   ** must be equal the Poses ID, separated by comas.

  #   Ex.: "ANIME/0"

  #        "ANIME/12"

  #        "ANIME/12,13,14"

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

  # "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.

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

  # "JUMPSPEED/**" : Velocidade do salto.

  #   ** must be the jump speed, default is 100. If the value is higher than 100

  #   the speed is increased, if it's bellow 100, it's lower

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

  # "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.

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

  # "HEAVYFALL/**" : Cancels the "LIFT/**" effect with an uniform fall

  #   ** Must be the fall speed.

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

  # "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

  #    TYPE = 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"]

  Actor_Settings[8] = ["NOCOLLAPSE"]

  Actor_Settings[9] = ["NOCOLLAPSE"]

  Actor_Settings[10] = ["NOCOLLAPSE"]

  Actor_Settings[11] = ["NOCOLLAPSE"]

  Actor_Settings[12] = ["NOCOLLAPSE"]

  Actor_Settings[13] = ["NOCOLLAPSE"]

  Actor_Settings[14] = ["NOCOLLAPSE"]

  Actor_Settings[15] = ["NOCOLLAPSE"]

  Actor_Settings[16] = ["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] = ["NODANGER","ENEMYINTRO"]

  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[2] = {'i1' =>  30}

  Enemy_Drops[3] = {'i1' => 22.5, 'i4' => 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}

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

  

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

  # POSE BATTLE ANIMATION CONFIG

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

  # These settings allows you to show battle animations togther with the

  # battlers pose animations

  #

  # Pose_Animation[NOME] = POSE => {FRAME => [Atributos]}

  # NOME = Name of the battler graphic

  # POSE = Pose ID

  # FRAME = Frame wich the animation is played

  # Atributos = [ID, loop]

  #  ID = Animation ID

  #  loop = Looping Amimation. true ou false

  #  Ex.:

  #  Pose_Animation['Test'] = {4 => {1 => [15, true]}, 7 => {2 => [30, false]}}

  #  The battler with filename 'Test', during the 1st frame of the ID 4 pose will

  #  play the animation ID 15, it will repeat until the chages the pose. During

  #  the 2nd frame fo the ID 7 pose will play the animation ID 30 once

  # Pose_Animation['Leon'] = {4 => {1 => [128, true]}}

  # Pose_Animation['Zelos'] = {4 => {1 => [128, true]}}

  # Pose_Animation['Chelsea'] = {4 => {1 => [128, true]}}

  # Pose_Animation['Klarth'] = {4 => {1 => [128, true]}}

  Pose_Animation['FrioFighter'] = {20 => {1 => [128, false]}}

 

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

  # 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['Sora'] = {'Base' =>[13,15,200,false],

    'Shadow' =>['Shadow00', 0, -3], 1 =>[6,8,true], 2 =>[1,4,false], 3 =>[1,4,true], 4 =>[1,4,false], 5 =>[8,2,true], 

    6 =>[8,2,true], 7 =>[5,2,false],  8 =>[5,8,true], 9 =>[4,8,false], 10 =>[11,4,false],

    11 =>[1,4,false], 12 =>[6,3,false], 13 =>[7,4,false], 14 =>[5,2,false], 15 =>[6,3,false]}

 

  Pose_Sprite['Sora_Wood'] = {'Base' =>[13,15,200,false],

    'Shadow' =>['Shadow00', 0, -3], 1 =>[6,8,true], 2 =>[1,4,false], 3 =>[1,4,true], 4 =>[1,4,false], 5 =>[8,2,true], 

    6 =>[8,2,true], 7 =>[5,2,false],  8 =>[5,8,true], 9 =>[4,8,false], 10 =>[11,4,false],

    11 =>[1,4,false], 12 =>[6,3,false], 13 =>[7,4,false], 14 =>[5,2,false], 15 =>[6,3,false]}

    

  Pose_Sprite['Shadow_Heartless'] = {'Base' =>[7,12,200,false],

    'Shadow' =>['Shadow00', 0, 0], 1 =>[7,8,true], 2 =>[4,4,false], 3 =>[1,4,true], 4  =>[1,4,false], 5 =>[7,4,true],

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

    11 =>[4,4,false], 12 =>[7,4,false]}

 

  Pose_Sprite['Darkside_Heartless'] = {'Base' =>[7,12,200,false],

    'Shadow' =>['Shadow00', 0, 0], 1 =>[7,8,true], 2 =>[4,4,false], 3 =>[1,4,true], 4  =>[1,4,false], 5 =>[7,4,true],

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

    11 =>[4,4,false], 12 =>[7,4,false]}

  

  # 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
 
Atoa":udj1muz0 said:
Code:
  # -----------------------------------------------------------------------------------

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

  #   more than one value to make the pose random. Leave 0 for no pose change

  #   ** must be equal the Poses ID, separated by comas.

  #   Ex.: "ANIME/0"

  #        "ANIME/12"

  #        "ANIME/12,13,14"
Use the "ANIME/**" setting on the weapon you want, and it will use the pose set.

But i thought you had to some how set more up in the POSE SETTINGS in Config 1 basic?
Or do you just set them up in CUSTOM GRAPHICS POSES CONFIG in config 2 Advanced?
 
Excuse me, I'm a newbie here, but I've been watching this topic for quite a while, and now I'm posting here because I have some problem and request with your script.

I don't really know whether these had been mentioned before, but here goes~
(Oh, and I'm using ATB and some other non battle add-ons)

1. Can you make an option for battlers to move in position in line with the enemy? Or maybe if you've already implement it I might as well ask what was the code?

2. I don't know why, but the Aerial Combo in your demo didn't work, and when I check the script, you haven't assigned any code to that skill. Can you please at least tell me the code? I need it for my future skill building reference.

3. When I try to escape by holding a button, the game crash. It seems you haven't defined what a 'speed' is, and when I deleted it, it works just fine until a new bug occurs, something to do with 'blink' or whatever, I don't really understand sorry.


That is all for now, excuse me for my engrish lol, thank you in advance :P
(Man~ The emoticons sucks!)
 

Atoa

Member

@nisamerica

1 - You can use the "MOVEPOSITION/**" to set that.

Code:
  # "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
As you can see, the fist value is the distance between the target and the battler, so if you set something like: "MOVEPOSITION/200,0,0,0" the attacker will be 200 pixels away from the target.

2 - there's some settings i mistaken when passing them to english version. Everything will be alright on the next update.

3 - thanks for the report, i will take a look on this.
 
Owh! So that's how MOVEPOSITION work...
Until now, I thought those values represents X and Y position of the screen, haha.

Thanks for the help, I might have more reports to tell, and I hope you are going to look at them.

And btw, here's one I found just recently:
Code:
  # Position of the character's Time Bars

  Meter_Pos_Style = 4

  # 0 = Horizontal Pattern, not centralized

  # 1 = Horizontal Pattern, centralized

  # 2 = Vertical Bars

  # 3 = Under the characters

  # 4 = Custom
That code says that if you set the pos_style to 4, you can customize the positions for the ATB meters. But when I try it, it stays the same as the 4th setting, under the characters no matter how I customize the X and Y values.

It turns out when I check the code, there's some mistake:
Code:
  def refresh_meter(i)

    actor = $game_party.actors[i]

    case Meter_Pos_Style

    when 0

      @meter.x = i * (624 / Max_Party) + 4 + X_Meter

      @meter.y = Y_Meter

      @meter.z = 1000

    when 1

      @meter.x = X_Meter + ((624 / Max_Party) * ((4 - $game_party.actors.size)/2.0 + i)).floor

      @meter.y = Y_Meter

      @meter.z = 1000

    when 2

      @meter.x = X_Meter

      @meter.y = i * 32 + Y_Meter

      @meter.z = 1000

    when 3

      @meter.x = actor.base_x - @skin.width / 2

      @meter.y = actor.base_y - @skin.height / 5

      @meter.z = @meter.y

    when 4

      @meter.x = actor.base_x - @skin.width / 2

      @meter.y = actor.base_y - @skin.height / 5 - 64

      @meter.z = 2500

    when 5

      base = Meter_Position[i]

      @meter.x = base[0]

      @meter.y = base[1]

      @meter.z = 2500

    end

    @meters[i] = @meter

  end
As you can see, there are 6 choice of meter_pos_style, and the custom version is the 6th one.
True, it's only a little mistake, but it's been causing problem for me and my friend until I realize the instructions were wrong, and I hope you will fix the instructions in the future.

And while we're at it, can you explain what is the difference between the 4th and 5th setting? Thanks :D
 

Atoa

Member

well about the descriptions, there will be MANY things wrong on this version, since the descriptions don't reflect the changes on the code.
 
Atoa":1xfxibh8 said:
@Mikepjr
I keep having to adjust things with each new system you released, cause you do seem to change things with each released.
It's called UPDATE.
If i didn't changed anything along all the way until now, how do you expect the thigs to be how they are now?

If you don't like the changes of each updates, simply use the older version, or you expect an update withou changes? .-.

Haha. But I have to agree it would be nice if you would release versions that just fixed the bugs with the current stuff, without adding new stuff.

I don't want any new features right now, I just want the current features to work. I've been waiting five months for a version of the CT battle system that doesn't crash at the end of battle.

Typically that is how releases work with most software. You make a release each time you fix a bug. The fact that there have been no releases in five months makes me believe you haven't fixed any of the bugs yet. If you wait to release until you have new features, every single version you release will have bugs, which means none of the versions will ever be usable.
 

Atoa

Member

LockeZ":364ttchk said:
Atoa":364ttchk said:
@Mikepjr
I keep having to adjust things with each new system you released, cause you do seem to change things with each released.
It's called UPDATE.
If i didn't changed anything along all the way until now, how do you expect the thigs to be how they are now?

If you don't like the changes of each updates, simply use the older version, or you expect an update withou changes? .-.

Haha. But I have to agree it would be nice if you would release versions that just fixed the bugs with the current stuff, without adding new stuff.

I don't want any new features right now, I just want the current features to work. I've been waiting five months for a version of the CT battle system that doesn't crash at the end of battle.

Typically that is how releases work with most software. You make a release each time you fix a bug. The fact that there have been no releases in five months makes me believe you haven't fixed any of the bugs yet. If you wait to release until you have new features, every single version you release will have bugs, which means none of the versions will ever be usable.
And another that acts like i'm doing this scripts only to fill their own needs...

Man i'm not doing this for YOU, like i said to the other guy, what YOU don't consider useful, others consider.

The fact that there have been no releases in five months makes me believe you haven't fixed any of the bugs yet.
I don't give a damn to what you belive ¬¬
BTW i updated the script in christmas, but there was problems with the conversion from the portuguese to the english versions, and i'm not in the mood to fix these things now (thanks to guys like you and the other one ^^), this will stay as it is until my mood changes.

BTW the portuguese version already recived a lot of fixes, like the "CT Bug that you don't belive i fixed yet". I just didn't ported them to the english version because the translation process is really boring and like i said i'm not in the mood u.u

And well, this is the way i work, i don't have time, neither a reason to make two versions of the same system, one only with bug fixes and other with new features. So, always it's possible, i will add new features along with the update for bug fixes.

Who don't like the way i work have a few options:
- Accept this fact and hope that the updates don't bring bugs to the old features.
- Learn RGSS and make their onw battle system.
- Learn portuguese and use the portuguese version, that are updated more often than this one.
- Use the default battle system.
 
Why are you so defensive? I was offering helpful advice. I never implied you should do anything just for me. Fixing bugs would be helpful to anyone who is using this system. I'm not attacking you, I'm just telling you what I think would be a good idea.

I assumed releasing it in small updates that only fix one thing at a time would also be easier for you. Your releases would be much smaller and easier to manage. If you have a reason not to do it like that, then that's fine. It was just advice, not a demand. I've already been waiting five months, so clearly I don't mind waiting.

Of course, I didn't even know there was a Portuguese version, much less that it had been updated. So that's great for me, I'll go download that right away. But for other people's sake, the front page of this topic should probably link to it and mention that it's more up to date.
 

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