Klar doch.
Ich habe die Teile des Skripts welche ich geändert habe mal kurz dargestellt.
Ist aber bisher noch nicht so viel.
#--------------------------------------------------------------------------
# ++ Battler Movement
#--------------------------------------------------------------------------
# Animation - Battler Frame Animation utilized during moving.
# ANIME Key Origin X Y Time Accel Jump Pose
"NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "STAND_POSE"],
"BATTLE_ENTRANCE" => [ 0, 54, 0, 1, 0, 0, "MOVE_POSE"],
"STEP_FORWARD" => [ 3, -32, 0, 18, -1, 0, "MOVE_POSE"],
"STEP_BACKWARD" => [ 0, 32, 0, 8, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-RALPH" => [ 2, 444, 96, 18, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-ULRIKA" => [ 2, 444, 212, 18, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-BENNETT" => [ 2, 384, 64, 18, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-YLVA" => [ 2, 384, 244, 18, -1, 0, "MOVE_POSE"],
"KNOCKBACK" => [ 0, 2, 0, 4, -1, 0, "HURT_POSE"],
"LIGHT_KNOCKBACK" => [ 0, 12, 0, 1, 1, 0, "HURT_POSE"],
"FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY_POSE"],
"FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY_POSE"],
"VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -5, "MOVE_POSE"],
"MOVE_ON_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_POSE"],
"MOVE_ON_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_POSE"],
"MOVE_TO_TARGET" => [ 1, 24, 0, 12, -1, 0, "MOVE_POSE"],
"MOVE_TO_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_POSE"],
"MOVE_RIGHT_OF_TARGET" => [ 1, 96, 32, 16, -1, 0, "MOVE_POSE"],
"MOVE_LEFT_OF_TARGET" => [ 1, 96, -32, 16, -1, 0, "MOVE_POSE"],
"JUMP_FORWARD" => [ 0, -32, 0, 8, -1, -4, "MOVE_POSE"],
"JUMP_BACK" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY_POSE"],
"JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_POSE"],
"MOVE_THROWING_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_POSE"],
"TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "HIGH_PRIORITY"],
"JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"],
"STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"],
"REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"],
"LONG_JUMP_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"],
"MOVE_TO_TARGET_HEAD" => [ 4, 24, 0, 12, -1, 0, "MOVE_POSE"],
"MOVE_TO_TARGET_FEET" => [ 5, 24, 0, 12, -1, 0, "MOVE_POSE"],
"STEP_ZERTEILEN_VOR" => [ 3, -68, 0, 18, -1, 0, "MOVE_POSE"],
"STEP_ZERTEILEN_ZUREUCK" => [ 0, 68, 0, 8, -1, 0, "MOVE_POSE"],
"STEP_VOR_PHASER" => [ 2, 345, 235, 8, -1, 0, "MOVE_POSE"],
#--------------------------------------------------------------------------
# ++ Force Battler Action
#--------------------------------------------------------------------------
# ANIME Key Type Object Reset Type ANIME/ACTION Key
"FORCE_KNOCKBACK" => ["SINGLE", 0, "RESET", "LIGHT_KNOCKBACK"],
"FORCE_ROTATION" => ["SINGLE", 0, "RESET", "CLOCKWISE_TURN"],
"FORCE_SHRINK" => ["SINGLE", 0, "RESET", "Y_SHRINK"],
"IMPACT_1" => ["SINGLE", 0, "RESET", "OBJ_TO_SELF"],
"FORCE_LIFT_ALLY" => ["SINGLE", 0, "", "LIFT_ALLY"],
"ULRIKA_ATTACK" => ["SEQUENCE", 18, "RESET", "ULRIKA_ATTACK_1"],
"FORCE_ULRIKA" => ["SEQUENCE", -101, "RESET", "4_MAN_ATK-ULRIKA"],
"FORCE_BENNETT" => ["SEQUENCE", -102, "RESET", "4_MAN_ATK-BENNETT"],
"FORCE_YLVA" => ["SEQUENCE", -103, "RESET", "4_MAN_ATK-YLVA"],
"ALLY_FLING" => ["SEQUENCE", 1000, "RESET", "THROW"],
"STUN_1" => ["SINGLE", 0, "RESET", "THETA_II_1"],
"PLASMASTRAHL_1" => ["SINGLE", 0, "RESET", "PLASMASTRAHL_A"],
"PLASMASTRAHL_2" => ["SINGLE", 0, "RESET", "ZERTEILEN_A"],
"PHASER_1" => ["SINGLE", 0, "RESET", "TYP1_PHASER"],
#--------------------------------------------------------------------------
# ++ Moving Animations
#--------------------------------------------------------------------------
# ANIME Key Type ID Object Pass Time Arc Xp Yp Start Z FlyGraphicAngle
"CAST_ANIMATION" => ["m_a", 44, 4, 0, 52, 0, 0, 0, 2,false,""],
"OBJ_TO_SELF" => ["m_a", 4, 0, 0, 24, 0, 0, 0, 1,false,""],
"START_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, -24, 0, 0, 0,false,"WPN_ROTATION"],
"END_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, 24, 0, 0, 1,false,"WPN_ROTATION"],
"PLAY_AREA_ANIM" => ["m_a", 80, 1, 0, 64, 0, 0, 0, 2, true,""],
"THETA_II_1" => ["m_a", 81, 0, 0, 80, 0, 0, 0, 2,true,""],
"PLASMASTRAHL_A" => ["m_a", 86, 0, 0, 60, 0, 0, 0, 2,true,""],
"ZERTEILEN_A" => ["m_a", 88, 0, 0, 150, 0, 0, 0, 2,true,""],
"TYP1_PHASER" => ["m_a", 91, 0, 0, 30, 0, 0, 0, 2,true,""],
#--------------------------------------------------------------------------
# ++ Change Actor Graphic
#--------------------------------------------------------------------------
# Type - always "change"
# Reset - true: Battler sprite reverts back to previously used file after
# battle.
# false: Transformation is permanent after battle.
# Filename - Battler graphics file that will be transformed to.
# ANIME Key Type Reset Filename
"TRANSFORM_TAYLOR_1" => ["change", true,"$Taylor_B1"],
"TRANSFORM_TAYLOR_2" => ["change", true,"$Taylor"],
"TRANSFORM_RYENA_1" => ["change", true,"$Ryena_B1"],
"TRANSFORM_RYENA_2" => ["change", true,"$Lt.Ryena"],
#-------------------------- Advanced Action Sequences -------------------------
# Examples of advanced action sequences. You can use these as examples on how
# to create your own custom action sequences.
#
# The action sequences below are not formatted in a vertical list, but they
# are still processed from left to right, top to bottom.
# "STANDARDANGRIFF THETA II"
"STANDARD_THETA_II"=> ["MOVE_TO_TARGET","WPN_SWING_VS","DAMAGE_ANIM_WAIT",
"Can Collapse","FLEE_RESET"],
# "Plasmastrahl"
"PLASMASTRAHL" => ["REAL_TARGET","STEP_FORWARD","STAND_POSE",
"ANIM","PLASMASTRAHL_1","45","DAMAGE",
"STEP_BACKWARD","Can Collapse","RESET"],
# "Zerteilen"
"ZERTEILEN" => ["REAL_TARGET","STEP_ZERTEILEN_VOR","STAND_POSE",
"PLASMASTRAHL_2","75","DAMAGE_ANIM_WAIT",
"STEP_ZERTEILEN_ZURUECK","Can Collapse","RESET"],
# "PHASER_EINS_TAYLOR"
"PHASER_EINS_TAYLOR" => ["REAL_TARGET","STEP_VOR_PHASER","WPN_SWING_V","6",
"TRANSFORM_TAYLOR_1","PHASER_1","25",
"DAMAGE_ANIM_WAIT","6","TRANSFORM_TAYLOR_2",
"Can Collapse","FLEE_RESET"],
# "STUNGUN"
"STUNGUN" => ["REAL_TARGET","STEP_FORWARD","STAND_POSE","STUN_1","45",
"DAMAGE_ANIM_WAIT","STEP_BACKWARD","Can Collapse","RESET"],
# "PHASER_EINS_RYENA"
"PHASER_EINS_RYENA" => ["REAL_TARGET","STEP_VOR_PHASER","WPN_SWING_V","6",
"TRANSFORM_RYENA_1","PHASER_1","25",
"DAMAGE_ANIM_WAIT","6","TRANSFORM_RYENA_2",
"Can Collapse","FLEE_RESET"],
# "STOLZ_DER_GARDE"
"STOLZ_DER_GARDE"=> ["MOVE_TO_TARGET","HIGH_PRIORITY","DAMAGE_ANIM_WAIT",
"Can Collapse","FLEE_RESET"],
# "CORDRAZININJEKTION"
"CORDRAZININJEKTION"=> ["MOVE_TO_TARGET","WPN_SWING_VS","ANIM","5","DAMAGE",
"RESET"],
# "TRIAXINJEKTION"
"TRIAXINJEKTION"=> ["MOVE_TO_TARGET","WPN_SWING_VS","DAMAGE_ANIM_WAIT",
"RESET"],
# "CYTOGLOBININJEKTION"
"CYTOGLOBININJEKTION"=> ["MOVE_TO_TARGET","WPN_SWING_VS","ANIM","5","DAMAGE",
"RESET"],
# "STOMP" - An example of using "ANIMATION_1", a type of anime hash that uses a
# database animation that does not cause damage. Damage is only
# caused when the sequence reaches "DAMAGE_ANIM".
"STOMP" => ["JUMP_TO_TARGET","ANIMATION_1","FORCE_SHRINK","JUMP_BACK",
"TRAMPLE","ANIMATION_1","FORCE_SHRINK","JUMP_BACK",
"TRAMPLE","DAMAGE_ANIM","FORCE_SHRINK","JUMP_BACK",
"JUMP_BACK","Can Collapse","STAND_POSE","8","FLEE_RESET"],
# "ALL_ATTACK_1" - Similar in structure to "SKILL_USE", but made to
# demonstrate "PLAY_AREA_ANIM".
"ALL_ATTACK_1" => ["STEP_FORWARD","STAND_POSE","CAST_ANIMATION",
"WPN_SWING_UNDER","WPN_RAISED","PLAY_AREA_ANIM",
"WPN_SWING_V","48","DAMAGE_ANIM_WAIT","Can Collapse",
"RESET"],
# "TRANSFORM_CAT" - Made to demonstrate sprite transformation through
# an action sequence.
"TRANSFORM_CAT" => ["JUMP_FORWARD","STAND_POSE","CAST_ANIMATION","32",
"TRANSFORM_CAT","STAND_POSE","APPLY_CAT_STATE","32","JUMP_BACK"],
# "THROW_FRIEND" - Demonstrates using a Force Battler Action key to
# move another battler when it's not their turn.
"THROW_FRIEND" => ["ALLY_TO_THROW","MOVE_ON_TARGET","FORCE_LIFT_ALLY","4",
"absorb1","THROW_TARGET","ALLY_FLING",
"MOVE_THROWING_ALLY","STAND_POSE","DAMAGE_ANIM","RESET",
"STAND_POSE","32"],
#--------------------------------------------------------------------------
# ++ Skill Action Sequence Settings
#--------------------------------------------------------------------------
# Assign a Skill ID from the Database to execute a defined Action Sequence.
# Only Action Sequence keys can be assigned. ANIME keys cannot
# be directly assigned here.
#
# Notetag: <action: key>
def base_action
=begin
case @id
when 84 # Skill ID
return "STUNGUN" # Action Sequence Key
when 85
return "MULTI_ATTACK"
when 86
return "IONENBLITZ"
when 87
return "PLASMASTRAHL"
when 88
return "ZERTEILEN"
when 89
return "PHASER_EINS_TAYLOR"
when 90
return "PHASER_EINS_RYENA"
when 91
return "STOLZ_DER_GARDE"
when 92
return "CORDRAZININJEKTION"
when 93
return "CYTOGLOBININJEKTION"
when 94
return "TRIAXINJEKTION"
when 95
return "ALL_ATTACK_1"
when 96
return "SKILL_ALL"
when 97
return "TRANSFORM_CAT"
when 98
return "2-MAN_ATK_RALPH"
when 99
return "2-MAN_ATK_ASSIST"
when 100
return "4-MAN_ATK-RALPH"
when 101
return "4-MAN_ATK_ASSIST"
when 102
return "4-MAN_ATK_ASSIST"
when 103
return "4-MAN_ATK_ASSIST"
when 104
return "THROW_FRIEND"
end
=end
# Default Action Sequence for unassigned Skill IDs.
return "SKILL_USE"
end