#==============================================================================
# ¦ Sideview Battle System Configurations (English Translation v2.1)
#------------------------------------------------------------------------------
# Original Script by:
# Enu (
http://rpgex.sakura.ne.jp/home/)
# Original translation versions by:
# Kylock
# Translation continued by:
# Mr. Bubble
# Special thanks:
# Shu (for translation help)
# Moonlight (for her passionate bug support for this script)
# NightWalker (for his community support for this script)
#==============================================================================
#==============================================================================
# ¦ module N01
#------------------------------------------------------------------------------
# Sideview Battle System Config
#==============================================================================
module N01
#--------------------------------------------------------------------------
# ? Settings
#--------------------------------------------------------------------------
# Battle member starting positions
# X Y X Y X Y X Y
ACTOR_POSITION = [[430,150],[460,200],[490,250],[400,100]]
# Maximum party members that can fight at the same time.
# Remember to add/remove coordinates in ACTOR_POSITION if you adjust
# the MAX_MEMBER value.
MAX_MEMBER = 4
# Delay time after a battler completes an action in frames.
ACTION_WAIT = 12
# Delay time before enemy collapse (defeat of enemy) animation in frames.
COLLAPSE_WAIT = 12
# Delay before victory is processed in frames.
WIN_WAIT = 70
# BattleFloor display options: FLOOR = [ X-pos, Y-pos, Opacity]
FLOOR = [0,96,128]
# Animation ID for any unarmed attack.
NO_WEAPON = 82
# Damage modifications when using two weapons. Values are percentages.
# 1st Wpn, 2nd Wpn
TWO_SWORDS_STYLE = [100,50]
# Auto-Life State, Revivial Animation ID
RESURRECTION = 41
# Damage POP image file name located in the System folder. Numbers are
# arranged 0 to 9.
DAMAGE_GRAPHICS = "Number+"
# Image file for recovery numbers.
RECOVER_GRAPHICS = "Number-"
# Distance between Damage POP display numbers.
NUM_INTERBAL = -3
# Duration (in frames) numbers are displayed.
NUM_DURATION = 68
# true: Disable Window graphic behind state names.
NON_DAMAGE_WINDOW = false
# POP Window indicator words. For no word results, use "".
POP_DAMAGE0 = "" # Attack results 0 damage
POP_MISS = "DANEBEN" # Attack missed
POP_EVA = "AUSGEWICHEN" # Attack avoided
POP_CRI = "KRITISCH" # Attack scored a critical hit
POP_MP_DAM = "MP VERLOREN" # Attack caused MP loss
POP_MP_REC = "MP BEKOMMEN" # Attack restored MP
# Set to false to remove shadow under actors
SHADOW = true
# true: Use actor's walking graphic.
# false: Don't use actor's walking graphic.
# If false, battler file with "_1" is required since walking file is not used.
# "_1" and subsequent files ("_2", "_3", etc.) should be uniform in size.
WALK_ANIME = false
# Number of frames in a battler animation file. (horizontal frames)
ANIME_PATTERN = 4
# Number of types of battler animation file. (vertical frames)
ANIME_KIND = 11
# Set true to enable back attacks.
BACK_ATTACK = true
# Set true to reverse actors in event of back attack. Not functional.
BACK_ATTACK_NON_BACK_MIRROR = true
# Set equipment and skills to protect against back attacks
# Equipment must be equipped for effect, skills must be aquired
# and switches must be ON.
# For a single weapon: = [1] or Multiple Weapons: = [1,2]
# WEAPON IDs
NON_BACK_ATTACK_WEAPONS = []
# SHIELD IDs
NON_BACK_ATTACK_ARMOR1 = []
# HELMET IDs
NON_BACK_ATTACK_ARMOR2 = []
# BODY ARMOR IDs
NON_BACK_ATTACK_ARMOR3 = []
# ACCESSORY IDs
NON_BACK_ATTACK_ARMOR4 = []
# SKILL IDs
NON_BACK_ATTACK_SKILLS = []
# SWITCH Number (takes precedence) If switch is ON, Back attack ensured.
BACK_ATTACK_SWITCH = []
#==============================================================================
# ¦ Single Action Engine
#------------------------------------------------------------------------------
# These are utilized by sequenced actions and have no utility alone.
#==============================================================================
# A single-action cannot be used by itself unless it is used as part of a
# sequence.
ANIME = {
#--------------------------------------------------------------------------
# ? Battler Animations
#--------------------------------------------------------------------------
# No. - Battler graphic file used.
# 0: Normal Battler Graphic. In the case of Actors, 0 refers to
# default walking graphic.
# n: "Character Name + _n", where n refers to the file number
# extension. An example file would be "$Ralph_1". These
# files are placed in the Characters folder.
# Use "1" for non-standard battler, like Minkoff's.
#
# Row - Vertical position (row) of cells in battler graphic file. (0~3)
# Speed - Refresh rate of animation. Lower numbers are faster.
# Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 ...
# [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 ...
# [2: One Loop, no repeat] Example: 1 2 3 .
# Wait - Time, in frames, before animation loops again.
# Does not apply if Loop=2
# Fixed - Defines loop behavior or specific fixed cell display.
# -2: Reverse Loop Animation
# -1: Normal Loop Animation
# 0: No Loop Animation
# 1~3: Refers to cell on character sprite sheet starting
# where 1 = left-most cell.
# Z - Set battler's Z priority.
# Shadow - Set true to display battler shadow during animation; false to hide.
# Weapon - Weapon animation to play with battler animation. For no weapon
# animation, use "".
# Action Name No. Row Speed Loop Wait Fixed Z Shadow Weapon
"WAIT" => [ 1, 0, 15, 0, 0, -1, 0, true,"" ],
"WAIT(FIXED)" => [ 1, 0, 10, 2, 0, 1, 0, true,"" ],
"RIGHT(FIXED)" => [ 1, 5, 10, 1, 2, 1, 0, true,"" ],
"DAMAGE" => [ 1, 9, 4, 2, 0, -1, 0, true,"" ],
"ATTACK_FAIL" => [ 1, 1, 10, 1, 8, 0, 0, true,"" ],
"MOVE_TO" => [ 1, 4, 1, 1, 0, -1, 0, true,"" ],
"MOVE_AWAY" => [ 1, 5, 2, 1, 0, -1, 0, true,"" ],
"ABOVE_DISPLAY" => [ 1, 0, 2, 1, 0, -1, 600, true,"" ],
"WPN_SWING_V" => [ 1, 6, 1, 2, 0, -1, 2, true,""],
"WPN_SWING_VL" => [ 1, 6, 1, 2, 0, -1, 2, true,""],
"WPN_SWING_VS" => [ 1, 6, 6, 2, 0, -1, 2, true,""],
"WPN_SWING_UNDER" => [ 1, 6, 2, 2, 0, -1, 2, true,""],
"WPN_SWING_OVER" => [ 1, 6, 2, 2, 0, -1, 2, true,""],
"WPN_RAISED" => [ 1, 11, 2, 2, 28, -1, 2, true,""],
#--------------------------------------------------------------------------
# ? Weapon Animations
#--------------------------------------------------------------------------
# Weapon Animations can only be used with Battler Animations as seen
# and defined above.
#
# Xa - Distance weapon sprite is moved on the X-axis.
# Ya - Distance weapon sprite is moved on the Y-axis. Please note that
# the Y-axis is inverted. This means negative values move up, positive
# values move down.
# Za - If true, weapon sprite is displayed over battler sprite.
# If false, weapon sprite is displayed behind battler sprite.
# A1 - Starting angle of weapon sprite rotation. Negative numbers will
# result in counter-clockwise rotation.
# A2 - Ending angle of weapon sprite rotation. Rotation will stop here.
# Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
# [3:Bottom Left] [4:Bottom Right]
# Inv - Invert - If true, horizontally inverts weapon sprite.
# Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
# Values may be decimals. (0.6, 0.9, etc.)
# Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
# Values may be decimals. (0.6, 0.9, etc.)
# Xp - X pitch - For adjusting the X axis. This number changes the initial
# X coordinate.
# Yp - Y pitch - For adjusting the Y axis. This number changes the initial
# Y coordinate.
# Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
# instead.
# Action Name Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2
"VERT_SWING" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6,false],
"VERT_SWINGL" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6, true],
"UNDER_SWING" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -4, -6,false],
"OVER_SWING" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -4, -6,false],
"RAISED" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -4, -6,false],
#--------------------------------------------------------------------------
# ? Battler Movements
#--------------------------------------------------------------------------
# Origin - Defines the origin of movement based on an (x,y) coordinate plane.
# 1 unit = 1 pixel
# [0: Battler's Current Position]
# [1: Battler's Selected Target]
# [2: Screen; (0,0) is at upper-left of screen]
# [3: Battle Start Position]
# X - X-axis pixels from origin.
# Y - Y-axis pixels from origin. Please note that the Y-axis is
# inverted. This means negative values move up, positive values move down.
# Time - Travel time. Larger numbers are slower. The distance is
# divided by one frame of movement.
# Accel - Positive values accelerates frames. Negative values decelerates.
# Jump - Negative values produce a jumping arc. Positive values produce
# a reverse arc. [0: No jump]
# Animation - Battler Animation utilized during moving.
# Origin X Y Time Accel Jump Animation
"NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "WAIT(FIXED)"],
"START_POSITION" => [ 0, 54, 0, 1, 0, 0, "MOVE_TO"],
"BEFORE_MOVE" => [ 3, -32, 0, 18, -1, 0, "MOVE_TO"],
"AFTER_MOVE" => [ 0, 32, 0, 8, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_1" => [ 2, 444, 96, 18, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_2" => [ 2, 444, 212, 18, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_3" => [ 2, 384, 64, 18, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_4" => [ 2, 384, 244, 18, -1, 0, "MOVE_TO"],
"DEAL_DAMAGE" => [ 0, 32, 0, 4, -1, 0, "DAMAGE"],
"EXTRUDE" => [ 0, 12, 0, 1, 1, 0, "DAMAGE"],
"FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY"],
"FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY"],
"VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -5, "MOVE_TO"],
"MOVING_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_TO"],
"MOVING_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_TO"],
"PREV_MOVING_TARGET" => [ 1, 24, 0, 12, -1, 0, "MOVE_TO"],
"PREV_MOVING_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_TO"],
"MOVING_TARGET_RIGHT" => [ 1, 96, 32, 16, -1, 0, "MOVE_TO"],
"MOVING_TARGET_LEFT" => [ 1, 96, -32, 16, -1, 0, "MOVE_TO"],
"JUMP_TO" => [ 0, -32, 0, 8, -1, -4, "MOVE_TO"],
"JUMP_AWAY" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY"],
"JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_TO"],
"THROW_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_TO"],
"TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "ABOVE_DISPLAY"],
"PREV_JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"],
"PREV_STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"],
"REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"],
"JUMP_FIELD_ATTACK" => [ 1, 0, 0, 16, 0, -5, "WPN_SWING_V"],
"DASH_ATTACK" => [ 1, -96, 0, 16, 2, 0, "WPN_SWING_V"],
"RIGHT_DASH_ATTACK" => [ 1, -96, 32, 16, 2, 0, "WPN_SWING_V"],
"LEFT_DASH_ATTACK" => [ 1, -96, -32, 16, 2, 0, "WPN_SWING_V"],
"RIGHT_DASH_ATTACK2" => [ 1,-128, 48, 16, 2, 0, "WPN_SWING_V"],
"LEFT_DASH_ATTACK2" => [ 1,-128, -48, 16, 2, 0, "WPN_SWING_V"],
#--------------------------------------------------------------------------
# ? Battler Float Animations
#--------------------------------------------------------------------------
# These types of single-actions defines the movement of battlers from their
# own shadows.
#
# Type - Always "float".
# A - Starting float height. Negative values move up.
# Positive values move down.
# B - Ending float height. This height is maintained until another action.
# Time - Duration of movement from point A to point B
# Animation - Specifies the Battler Animation to be used.
# Type A B Time Animation
"FLOAT_" => ["float", -22, -20, 2, "WAIT(FIXED)"],
"FLOAT_2" => ["float", -20, -18, 2, "WAIT(FIXED)"],
"FLOAT_3" => ["float", -18, -20, 2, "WAIT(FIXED)"],
"FLOAT_4" => ["float", -20, -22, 2, "WAIT(FIXED)"],
"JUMP_STOP" => ["float", 0, -80, 4, "WAIT(FIXED)"],
"JUMP_LAND" => ["float", -80, 0, 4, "WAIT(FIXED)"],
"LIFT" => ["float", 0, -30, 4, "WAIT(FIXED)"],
#--------------------------------------------------------------------------
# ? Battler Position Reset
#--------------------------------------------------------------------------
# These types of single-actions define when a battler's turn is over and
# will reset the battler back to its starting coordinates. This type of
# single-action is required in all sequences.
#
# Please note that after a sequence has used this type of single-action,
# no more damage can be done by the battler since its turn is over.
#
# Type - Always "reset"
# Time - Time it takes to return to starting coordinates. Movement speed
# fluctuates depending on distance from start coordinates.
# Accel - Positive values accelerate. Negative values decelerate.
# Jump - Negative values produce a jumping arc. Positive values produce
# a reverse arc. [0: No jump]
# Animation - Specifies the Battler Animation to be used.
# Type Time Accel Jump Animation
"COORD_RESET" => ["reset", 16, 0, 0, "MOVE_TO"],
"FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY"],
#--------------------------------------------------------------------------
# ? Forced Battler Actions
#--------------------------------------------------------------------------
# These types of single-actions allow forced control of other battlers
# that you define.
#
# Type - Specifies action type. "SINGLE" or "SEQUENCE"
#
# Object - The battler that will execute the action defined under Action
# Name. 0 is for selected target, and any other number is a State
# number (1~999), and affects all battlers with the State on them.
# By adding a - (minus sign) followed by a Skill ID number (1~999),
# it will target the actors that know the specified skill, besides
# the original actor.
# If you want to designate an actor by their index ID number,
# add 1000 to their index ID number. If the system cannot designate
# the index number(such as if actor is dead or ran away), it will
# select the nearest one starting from 0. If a response fails,
# the action will be canceled. (Example: Ylva's actor ID is 4. A
# value of 1004 would define Ylva as the Object.)
#
# Reset Type - Specifies method of returning the battler to its original
# location.
# Action Name - Specifies action used. If Type is SINGLE, then Action Name
# must be a single-action function. If Type is SEQUENCE,
# the Action Name must an action sequence name.
# Type Object Reset Type Action Name
"LIGHT_BLOWBACK" => ["SINGLE", 0, "COORD_RESET", "EXTRUDE"],
"RIGHT_TURN" => ["SINGLE", 0, "COORD_RESET", "CLOCKWISE_TURN"],
"DROP_DOWN" => ["SINGLE", 0, "COORD_RESET", "Y_SHRINK"],
"IMPACT_1" => ["SINGLE", 0, "COORD_RESET", "OBJ_TO_SELF"],
"LIFT_ALLY" => ["SINGLE", 0, "", "LIFT"],
"ULRIKA_ATTACK" => ["SEQUENCE", 18, "COORD_RESET", "ULRIKA_ATTACK_1"],
"4_MAN_ATK_1" => ["SEQUENCE", -101, "COORD_RESET", "4_MAN_ATTACK_1"],
"4_MAN_ATK_2" => ["SEQUENCE", -102, "COORD_RESET", "4_MAN_ATTACK_2"],
"4_MAN_ATK_3" => ["SEQUENCE", -103, "COORD_RESET", "4_MAN_ATTACK_3"],
"ALLY_FLING" => ["SEQUENCE", 1000, "COORD_RESET", "THROW"],
#--------------------------------------------------------------------------
# ? Target Modification
#--------------------------------------------------------------------------
# Changes battler's target in battle. Original target will still be stored.
# Current battler is the only battler capable of causing damage.
#
# Type - Always "target"
#
# Object - The battler that will have its target modified. 0 is selected
# target, any other number is a State ID number (1~999), and
# changes all battlers with that state on them to target the new
# designated target.
# If you want to designate an actor by their index ID number,
# add 1000 to their index ID number. If the system cannot designate
# the index number(such as if actor is dead or ran away), it will
# select the nearest one starting from 0. If a response fails,
# the action will be canceled. (Example: Ylva's actor ID is 4. A
# value of 1004 would define Ylva as the Object.)
#
# Target - New Target. [0=Self] [1=Self's Target]
# [2=Self's Target After Modification]
# [3=Reset to Previous Target (if 2 was used)]
# Target Mod name Type Object Target
"REAL_TARGET" => ["target", 0, 0],
"TWO_UNIFIED_TARGETS" => ["target", 18, 1],
"FOUR_UNIFIED_TARGETS" => ["target", 19, 1],
"ALLY_TO_THROW" => ["target", 1000, 2],
"THROW_TARGET" => ["target", 1000, 3],
#--------------------------------------------------------------------------
# ? Skill Linking
#--------------------------------------------------------------------------
# Linking to the next skill will stop any current action. Linking to the
# next skill will also require and consume MP/HP cost of that skill.
#
# Type - Always "der"
# Chance - Chance, in percent, to link to the defined skill ID. (0~100)
# Link - true: actor does not require Skill ID learned to link.
# false: actor requires Skill ID learned.
# Skill ID - ID of the skill that will be linked to.
# Action Name Type Chance Link Skill ID
"LINK_SKILL_91" => ["der", 100, true, 91],
"LINK_SKILL_92" => ["der", 100, true, 92],
#--------------------------------------------------------------------------
# ? Action Conditions
#--------------------------------------------------------------------------
# If the condition is not met, all current actions are canceled.
#
# A: Type - always "nece"
# B: Object - Object that Condition refers to. [0=Self] [1=Target]
# [2=All Enemies] [3=All Allies]
# C: Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill]
#
# D: Condition - This value is determined by the value you set for Content.
#
* State: State ID
# [1] Parameter: [0=HP] [1=MP] [2=Atk Pwr] [3=Def Pwr] [4=Spirit] [5=Agility]
# [2] Switch: Game Switch Number
# [3] Variable: Game Variable Number
# [4] Skill: Skill ID
#
# E: Supplement - Supplement for the Condition as defined above.
#
* State: Amount required. If number is positive, the condition is how
# many have the state, while a negative number are those who
# don't have the state.
# [1] Parameter: If Object is more than one battler, average is used.
# Success if Parameter is greater than value. If Value
# is negative, then success if lower.
# [2] Switch: [true: Switch ON succeeds] [false: Switch OFF succeeds]
# [3] Variable: Game variable value used to determine if condition is met. If
# supplement value is positive, Game Variable must have more
# than the defined amount to succeed. If supplement value has a
# minus symbol (-) attached, Game Variable must have less than
# the defined amount to succeed. (Ex: -250 means the Game
# Variable must have a value less than 250 to succeed.)
# [4] Skill: Required amount of battlers that have the specified skill
# ID learned.
# Type Obj Cont Cond Supplement
# A B C D E
"2_MAN_ATK_COND" => ["nece", 3, 0, 18, 1],
"4_MAN_ATK_COND" => ["nece", 3, 0, 19, 3],
"FLOAT_STATE" => ["nece", 0, 0, 17, 1],
"CAT_STATE" => ["nece", 0, 0, 20, 1],
#--------------------------------------------------------------------------
# ? Battler Rotation
#--------------------------------------------------------------------------
# Rotates battler image. Weapon Animations are not automatically adjusted
# for Battler Rotation like with Invert settings.
#
# Type - always "angle"
# Time - Duration duration of rotation animation in frames.
# Start - Starting angle. 0-360 degrees. Negative values = counter clockwise.
# End - Ending Angle. 0-360 degress. Negative values = counter clockwise.
# Return - true: End of rotation is the same as end of duration.
# false: Rotation animation as defined.
# Type Time Start End Return
"FALLEN" => ["angle", 1, -90, -90,false],
"CLOCKWISE_TURN" => ["angle", 48, 0,-360,false],
"COUNTERCLOCKWISE_TURN" => ["angle", 6, 0, 360,false],
#--------------------------------------------------------------------------
# ? Battler Zoom
#--------------------------------------------------------------------------
# Stretch and shrink battler sprites with these single-actions.