Sure. I originally started going through this as I wanted to use version 2.7 and since Kylock seems to be Missing in Action for the past 2 weeks or so now, I decided to start translating it myself. Only thing is I can't really offer support for it. I am almost done translating the first file, and I want to read through and translate the second and third file as well.
I also translated the demo that comes from the Japanese site, but I don't have permission to distribute it.
Here is what I found so far:
Basically, if you are using enemy animated battlers (same sprites as characters), you notice that their shadow looks different from your characters, which takes away from the effect (its just the shadow01 made bigger, and in a weird position).
To fix this:
Look around line 1120ish (not sure as I added/removed lines in my personal translation) for
def shadow and add a case:
when 33
return "shadow00"
Where 33 is the enemy ID of the enemy that you want to have as an animated battler.
Now, that will change the shadow, but it won't fix that the shadow is in the middle of the enemy (graphically unpleasing... no... its like ripping my eyes out!)
So, look a bit below this around 1140ish (again, not sure as i have many custom enemies with their shadow's altered) for
def shadow_plus. Now, add this bit:
again for enemy ID 33 (assuming enemy 33 is an animated battler).
This will offset the shadow the same as the character sprites to make the shadow appear as normal as well.
Another thing I found pretty cool (Not 100% sure on this, but as I mingled around with the code, I am pretty sure) is
position_plus (around 1190s).
You can add an array containing [x,y] for each enemy to change their hitbox, so lets say you have a massive enemy, and don't want the characters attacking the middle of the image, but instead the head of the enemy, or something... This will let you change that.
Another thing is
collapse_type. That is right below position_plus. This allows you to change the way the enemies die. Its set up in the standard:
case @enemy_id
when X #(where x is enemy ID)
return BLAH #(where BLAH is an option)
And the options for that are this:
- return 1 - Enemy doesn't leave the screen
- return 2 - Enemy leaves the screen as normal
- return 3 - Special Boss type collapse animation (What this does is it wavys the enemy and it slowly collapses into the bottom of the screen.
Another thing is if you want your enemies to attack more then once in a turn, you can look at
def action_time (right below collapse_type)
The syntax for that is this:
when ENEMY_ID
return [Frequency, Probability, NOT_SURE (補æ£)]
Frequency - Number of times per turn you want the enemy to attack
Probability - Number (out of 100) chance the enemy attacks more then once in that turn (set to 100 to make it always)
NOT_SURE (補æ£) - Not really sure what this does, it apparently effects something that decreases.
NOTE: THE ENEMY FREQUENCY THING IS NOT COMPATIBLE WITH DARGOR'S ACTION ORDER SCRIPT!
And a ton of more stuff. Im sure its easy to figure most of this out, but I decided to share anyway.
EDIT: There is also some use images for weapons and projectiles and stuff.
EDIT2: There is also some cool stuff about instead of MP for skills, it changes it to HP reduction instead, and also if a skill were to cost lets say 10MP, and your character's max MP was 500, then the skill would cost 50MP as it changes the number from a set MP cost to a ratio out of max MP, so instead of 50MP it would take 250MP. Also can be done with MP that is left, like your max MP is 500, but you have 220MP left, then if the skill costs 10MP change to 10% of 220 = 22MP. Interesting.