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#==============================================================================
# ** Animated Battlers - Enhanced ver. 10.5 (01-20-2007)
#
#------------------------------------------------------------------------------
# * (1) Configuration: The Sprite Battler Class (initialize system)
#==============================================================================
#==========================================================================
# **** ARROW CONTROLS **** #
#==========================================================================
# * Just moves the targetting arrow around
#--------------------------------------------------------------------------
MNK_ARROW_X = 14 # The x position for your target cursor
MNK_ARROW_Y = 10 # The y position for your target cursor
#==========================================================================
# **** GENERAL CONTROLS **** #
#==========================================================================
# * Default Battler Style Switches
#--------------------------------------------------------------------------
DEFAULT_ENEMY = false # If true, these switches allows the use
DEFAULT_ACTOR = false # of default battlers for actors/enemies
DEFAULT_ENEMY_ID = [3] # Ids of enemies using default battlers
DEFAULT_ACTOR_ID = [1] # Ids of actors using default battlers
DEFAULT_COLLAPSE_ACTOR = false # If true, restores the old 'red fade'
DEFAULT_COLLAPSE_ENEMY = false # collapse effect (using spritesheets)
# * Animation Frames and Animation Speed
#--------------------------------------------------------------------------
MNK_SPEED = 4 # Framerate speed of the battlers
MNK_RUSH_SPEED = 1.5 # Melee/Skill/Item motion speed of the battlers
MNK_POSES = 11 # Maximum # of poses (stances) in the template
MNK_FRAMES = 4 # Maximum # of frames in each pose
MNK_FRAMES_STANDARD = 4 # Standard # of frames played in each pose.
# Individual Spritesheet Control Center
#--------------------------------------------------------------------------
MNK_POSES_ENEMY = {1 => 4} # ID and # of poses for each enemy
MNK_FRAMES_ENEMY = nil # ID and # of frames for each enemy
MNK_POSES_ACTOR = {2 => 4} # ID and # of poses for each actor
MNK_FRAMES_ACTOR = nil # ID and # of frames for each actor.
# * Wooziness Rates
#--------------------------------------------------------------------------
MNK_LOW_HP_PERCENTAGE = 0.25 # Health% for WOOZY pose.
MNK_LOW_HP_ACTOR = {7 => 0.50, 8 => 0.75} # Ind. health% for actors.
MNK_LOW_HP_ENEMY = {1 => 0.50} # Ind. health% for enemies.
MNK_LOW_HP_FLAT = true # If true, flat rate hp
#==========================================================================
# **** POSE CONTROL CENTER **** #
#==========================================================================
# Editable Template (Some people wanted to change their template design)
#--------------------------------------------------------------------------
MNK_POSE1 = 1 # Sets the 'Ready Pose' (MNK_POSE1) #1 in your template
MNK_POSE2 = 2 # Sets the 'Struck Pose' (MNK_POSE2) #2 in your template
MNK_POSE3 = 3 # Sets the 'Woozy Pose' (MNK_POSE3) #3 in your template
MNK_POSE4 = 4 # Sets the 'Block Pose' (MNK_POSE4) #4 in your template
MNK_POSE5 = 5 # Sets the 'Charge Pose' (MNK_POSE5) #5 in your template
MNK_POSE6 = 6 # Sets the 'Retreat Pose'(MNK_POSE6) #6 in your template
MNK_POSE7 = 7 # Sets the 'Attack Pose' (MNK_POSE7) #7 in your template
MNK_POSE8 = 8 # Sets the 'Item Pose' (MNK_POSE8) #8 in your template
MNK_POSE9 = 9 # Sets the 'Skill Pose' (MNK_POSE9) #9 in your template
MNK_POSE10 = 10 # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template
MNK_POSE11 = 11 # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template
# Editable Template (for Custom Actor Spritesheets)
#--------------------------------------------------------------------------
MNK_APOSE1 = {2 => 2}
MNK_APOSE2 = {2 => 2} # Hilda is using a Charset graphic as a battler.
MNK_APOSE3 = {2 => 2} # The battler was copied into the Battler folder.
MNK_APOSE4 = {2 => 2} # This setup allows you to use Charactersets for
MNK_APOSE5 = {2 => 2} # battlers battlers.
MNK_APOSE6 = {2 => 3}
MNK_APOSE7 = {2 => 2}
MNK_APOSE8 = {2 => 2}
MNK_APOSE9 = {2 => 2}
MNK_APOSE10 = {2 => 1}
MNK_APOSE11 = {2 => 4}
# Editable Template (for Custom Enemy Spritesheets)
#--------------------------------------------------------------------------
MNK_EPOSE1 = {1 => 2}
MNK_EPOSE2 = {1 => 2} # Did the same to the ghosts. Note that enemies have
MNK_EPOSE3 = {1 => 2} # no victory pose.
MNK_EPOSE4 = {1 => 2}
MNK_EPOSE5 = {1 => 2}
MNK_EPOSE6 = {1 => 3}
MNK_EPOSE7 = {1 => 2}
MNK_EPOSE8 = {1 => 2}
MNK_EPOSE9 = {1 => 2}
MNK_EPOSE11 = {1 => 11} # Setting the ghost to an invalid pose erases it.
#==========================================================================
# **** EXPANDED POSE CONTROL CENTER **** #
#==========================================================================
# Non-Default Poses (can expand beyond the default 11 poses here)
# (New system mimics the revised Template system. Can use 'custom' sheets)
#--------------------------------------------------------------------------
# The first value in each set indicates the index number in a spritesheet.
# This value is overrided by a value in one of the other two accompanying
# arrays... one for actor battlerss, the other for enemy battlers.
#
# To define a pose linked to a specific battler, the syntax is...
# '' hash array '' = { battler.id => pose# }
# Where Aluxes and the Ghost (RTP) would be the 1st battlers (per array),
# and the pose# would be the pose in your spritesheet.
#
# Combinations in the hash arrays are possible, so if the MNK_POSES_DYING_E
# array has {1 => 5, 9 => 2}, then the GHOST (enemy #1) would be using the
# 6th pose (index 5) and the 9th enemy battler would be using the 3rd pose.
#--------------------------------------------------------------------------
MNK_POSES_SETUP = 7 # Choose animation pose for 'preparation'
MNK_POSES_SETUP_A = {2 => 4}
MNK_POSES_SETUP_E = {1 => 4}
MNK_POSES_CASTPREP = 4 # Set 'casting' pose for skill preparation
MNK_POSES_CASTPREP_A = {}
MNK_POSES_CASTPREP_E = {9 => 3}
MNK_POSES_DYING = 6 # Choose animation pose for dying throws.
MNK_POSES_DYING_a = {}
MNK_POSES_DYING_E = {9 => 5}
MNK_POSES_ESCAPE = 2 # Set 'coward' pose for fleeing monsters)
MNK_POSES_ESCAPE_A = {}
MNK_POSES_ESCAPE_E = {9 => 5}
MNK_POSES_CRITICAL = nil # Set pose for BIG hits
MNK_POSES_CRIT_A = {}
MNK_POSES_CRIT_E = {9 =>5}
MNK_POSES_WINNING = 4 # Set winning (Victory Dance before pose)
MNK_POSES_WINNING_A = {}
MNK_POSES_WINNING_E = {}
# Looping Poses
#--------------------------------------------------------------------------
# These arrays merely hold the ID of actors or enemies whose poses loop at
# the end of combat. Enemies have no 'winning' animation pose.
MNK_LOOPS_WINNING = [7] # Actor IDs if their victory pose loops
MNK_LOOPS_DEFEATED_ACTOR = [] # Actor IDs if their defeat pose loops
MNK_LOOPS_DEFEATED_ENEMY = [] # Enemy IDs if their defeat pose loops
# Non-Default Pose Hashes (poses dependant on .id values)
# (New system mimics the revised Template system.)
#--------------------------------------------------------------------------
# The first hash in each set indicates the id number (be it skill, item or
# otherwise, and the pose it brings up. These mimic the 2nd array type in
# the above Non-Default poses. As such, a hash value of {1 => 10) for the
# MNK_POSES_WEAPONS hash would make the 'Bronze Sword' use the 10th index (or
# 11th spritesheet) pose... aka the 'Defeat' pose.
#
# To define an advanced pose linked to a specific battler, the syntax is...
# = { battler.id => { item/skill.id => pose# } }
# ...so this gets more complicated. But this does allow each battler to
# have his or her own unique pose, regardless of spritesheet type.
#--------------------------------------------------------------------------
MNK_POSES_CASTED = {61 => 6} # Set a specific skill to use a pose
MNK_POSES_CASTED_A = {}
MNK_POSES_CASTED_E = {}
MNK_POSES_STATUS = {3 => 3} # Set status values to poses here
MNK_POSES_STAT_A = {}
MNK_POSES_STAT_E = {}
MNK_POSES_SKILLS = {57 => 7} # Default: #57(Cross Cut) does 'Attack'
MNK_POSES_SKILLS_A = {}
MNK_POSES_SKILLS_E = {}
MNK_POSES_ITEMS = {13 => 4} # Default: #13(Sharp Stone) does 'Block'
MNK_POSES_ITEMS_A = {}
MNK_POSES_ITEMS_E = {}
MNK_POSES_WEAPONS = {} # Didn't set any weapons to any poses
MNK_POSES_WEAPS_A = {}
MNK_POSES_WEAPS_E = {} # Non-functional (Enemies don't use 'em.)
# Non-Default Pose Hashes (Hits & Critical Hits)
# (Just like above, but pertains to specific hits and critical hits)
#--------------------------------------------------------------------------
MNK_STRUCK_WEAPS = {} # Set a specific 'Struck' to a weapon attack
MNK_STRUCK_WEAPS_A = {}
MNK_STRUCK_WEAPS_E = {}
MNK_STRUCK_SKILLS = {} # Set a specific 'Struck' to a skill
MNK_STRUCK_SKILLS_A = { 7 => { 7 => 4 }}
MNK_STRUCK_SKILLS_E = {}
MNK_STRUCK_ITEMS = {} # Set a specific 'Struck' to an item attack
MNK_STRUCK_ITEMS_A = {}
MNK_STRUCK_ITEMS_E = {}
MNK_CRIT_WEAPS = {} # Set a specific 'Critical Hit' to a weapon
MNK_CRIT_WEAPS_A = {}
MNK_CRIT_WEAPS_E = {}
MNK_CRIT_SKILLS = {} # Set a specific 'Critical Hit' to a skill
MNK_CRIT_SKILLS_A = {7 => {7 => 10 }, 5 => {7 => 7}}
MNK_CRIT_SKILLS_E = {}
MNK_CRIT_ITEMS = {} # Set a specific 'Critical Hit' to an item
MNK_CRIT_ITEMS_A = {}
MNK_CRIT_ITEMS_E = {}
#==========================================================================
# **** FRAME CONTROL CENTER **** #
#==========================================================================
# * Frames Control
#--------------------------------------------------------------------------
MNK_FRAMES_PER_POSE = {} # Set #of frames to pose(by index)
# Advanced Individual Pose/Frame Hashes # Advanced Individual Poses uses
# hashes within hashes. As a demo
MNK_POSES_FR_ACTOR = {} # you can see that enemy #1 has 2
MNK_POSES_FR_ENEMY = {} # sets of controls: index 0 (for
# a ready pose is set to 1 frame,
# while index 3 (block) is set to 'two' frames. Likewise, for the actor's
# hash, Actor #7 (Gloria) has only 1 control hash. It sets index pose '0'
# (the ready pose again) to use four frames of animation (even though I had
# set the ready pose to just use '2' with the MNK_FRAMES_PER_POSE hash earlier.
#==========================================================================
# **** MOVEMENT CONTROL CENTER **** #
#==========================================================================
# * Offset / Battler Overlap System
#--------------------------------------------------------------------------
MNK_OFFSET = 0 # How much additional space between battlers
MNK_OFFSET_ACTOR = {1 => -50}
MNK_OFFSET_ENEMY = nil
# * Forward Step System (Final Fantasy-Style)
#--------------------------------------------------------------------------
MNK_STEP_ATTACK = false # If true, battler steps forward to attack
MNK_STEP_SKILL = true # If true, battler steps forward to use skill
MNK_STEP_ITEM = true # If true, battler steps forward to use item
# * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement)
#--------------------------------------------------------------------------
MNK_MOVING_ITEM = [1] # Examples are items that need to be applied.
MNK_MOVING_SKILL = [61] # Examples are martial-arts and sneak attacks
MNK_MOVE2CENTER_ATK = [] # Moves battler to center based on weapon id!
MNK_MOVE2CENTER_ITEM = [5] # Moves battler to center for a big item atk!
MNK_MOVE2CENTER_SKILL = [7] # Moves battler to center for a big skill atk!
#
# * Remember, do not supply Skill or Item ID#'s that have 'None' scopes into
# either the MNK_MOVING_ITEM or MNK_MOVING_SKILL hashes. These skills &
# item attacks have no target and would cause an error when trying to find
# an enemy to move towards.
#==========================================================================
# **** STATIONARY CONTROL CENTER **** #
#==========================================================================
# * Stationary Battlers (simple True/False settings)
#--------------------------------------------------------------------------
MNK_STATIONARY_ENEMIES = false # If the enemies don't move while attacking
MNK_STATIONARY_ACTORS = false # If the actors don't move while attacking
# * Arrays filled with skill/weapon/item IDs that halt movement
#--------------------------------------------------------------------------
MNK_STATIONARY_ENEMY_IDS = [] # Enemies that don't RUN during melee attacks
MNK_STATIONARY_WEAPONS = [17,18,19,20,21,22,23,24] # (examples are bows & guns)
MNK_STATIONARY_SKILLS = [] # (examples are bows & guns)
MNK_STATIONARY_ITEMS = [] # (examples are bows & guns)
#==========================================================================
# **** TRANSPARENCY CONTROL CENTER **** #
#==========================================================================
MNK_TRANSLUCENCY = 127 # Degree of transparency
MNK_TRANSLUCENT_ACTOR = [] # ID of actor at translucency settings
MNK_TRANSLUCENT_ENEMY = [1, 9] # ID of enemy at translucency settings
MNK_PHASING = true # If battlers fade in/out while charging
MNK_PHASING_ACTOR = [1, 2] # IDs of actors that fade in/out if charging
MNK_PHASING_ENEMY = [9] # IDs of enemies that fade in/out if charging
MNK_FADE_IN = true # Battler fades in if replaced or transparent
#==========================================================================
# **** CUSTOM FEATURE CENTER **** #
#==========================================================================
MNK_MIRROR_ENEMIES = true # Enemy battlers use reversed image
MNK_CALC_SPEED = false # System calculates a mean/average speed
MNK_AT_DELAY = true # Pauses battlesystem until animation done.
MNK_ADV_OFF_TURN = 1 # Number of turns before enemies turn around.
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