[XP] Asan'Tear Battle System

Started by Ryex, June 20, 2009, 09:02:05 pm

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Ryex

June 20, 2009, 09:02:05 pm Last Edit: December 30, 2009, 06:00:54 pm by Ryexander
Asan'Tear Battle System
Authors: Ryex
Version: 1.26
Type: Front View Battle System
Key Term: Custom Battle System



Introduction

This script modifies the default battle system to provide better aesthetics and a more flowing feel in the UI.



Features


  • New lay out for the DBS
  • Easy to use battler animation for actors and enemies (now included death images)
  • Animated windows
  • New status bar with Hp/Sp bars




Screenshots

Spoiler: ShowHide








Video

http://www.youtube.com/watch?v=Sz7Pjv_K0Gs

please note:
Quote from: Quote from: Ryexander on June 20, 2009, 04:40:58 PM
the idle is just a demonstration of frames I just drew the text over the battler in photo shop. your frames could be anything from ready stance to a sword flourish, the same for the attack, skill, item, and defend. you don't have to use the text stuff its just a demonstration that you can have animated battlers for each pose. if you don't put the images in the battlers folder they wont show, the idle and attack stuff is text I drew over the battlers in photo shop then put in as separate frames to the battler

YOU DO NOT HAVE TO USE THE "BLINKING TEXT" THAT IS DISPLAYED OVER THE BATTLERS IN THIS VIDEO IT IS ONLY A DEMONSTRATION OF THE ANIMATION SYSTEM!



Demo

Media Fire (now updated for latest version)



Script

http://docs.google.com/View?id=dgb5wg25_6mxsgg9dx



Plug-ins

If you are using CRLS
Place CRLS below AnTBS and this plugin below both
CRLS Plugin: ShowHide


#=============================================================================
#
# ** AnTBS/CRLS Bridge/Plugin
#
#-----------------------------------------------------------------------------
#
# By Ryex
# V 1.1
#
#-----------------------------------------------------------------------------
#
# Features
#
#  * New lay out for the DBS
#  * Easy to use battler animation for actors and enemies
#  * Animated windows
#  * New staus bar with Hp/Sp bars
#
#-----------------------------------------------------------------------------
#
# Instructions
#
# Place in a new script above main but below both AnTBS AND CRLS
# note that CRLS should be below AnTBS
#
#=============================================================================


if $crls == nil
 p "The AnTBS-CRLS Brige/Plugin is installed but CRLS is not. Install CRLS."
end

 
class Sprite
 #----------------------------------------------------------------------------
 # draw_actor_sr
 #  actor - the actor
 #  x     - x-coordinate
 #  y     - y-coordinate
 #  width - maximal allowed width
 #  This method draws the SR attribute.
 #----------------------------------------------------------------------------
 def draw_actor_sr_shaded(actor, x, y, w = 144)
   w = 120 if !$scene.is_a?(Scene_Menu) && !BlizzCFG::RTAB_ACTIVE
   self.bitmap.font.color = Color.new(0, 0, 0, 255)
   self.bitmap.draw_text(x-1, y-16-1, w, 64, BlizzCFG::SR_NAME)
   self.bitmap.draw_text(x+1, y-16-1, w, 64, BlizzCFG::SR_NAME)
   self.bitmap.draw_text(x-1, y-16+1, w, 64, BlizzCFG::SR_NAME)
   self.bitmap.draw_text(x+1, y-16+1, w, 64, BlizzCFG::SR_NAME)
   self.bitmap.draw_text(x-1, y-1, w, 32, actor.sr_text, 2)
   self.bitmap.draw_text(x+1, y-1, w, 32, actor.sr_text, 2)
   self.bitmap.draw_text(x-1, y+1, w, 32, actor.sr_text, 2)
   self.bitmap.draw_text(x+1, y+1, w, 32, actor.sr_text, 2)
   self.bitmap.font.color = system_color
   self.bitmap.draw_text(x, y-16, w, 64, BlizzCFG::SR_NAME)
   self.bitmap.font.color = normal_color
   self.bitmap.draw_text(x, y, w, 32, actor.sr_text, 2)
 end
 #----------------------------------------------------------------------------
 # draw_actor_sr_with_bar
 #  actor - the actor
 #  x     - x-coordinate
 #  y     - y-coordinate
 #  width - maximal allowed width
 #  This method draws the bar of the SR attribute.
 #----------------------------------------------------------------------------
 def draw_actor_sr_with_bar(actor, x, y, w = 148)
   rate = actor.sr.to_f / 1000
   # SR bar colors
   c = Color.new(130, 0, 130)
   self.bitmap.draw_bar_ryex(x, y + 10, w, 12, rate, c)
   # draw the text
   if $scene.is_a?(Scene_Battle)
     draw_actor_sr_shaded(actor, x, y, w)
   else
     draw_actor_sr_shaded(actor, x, y)
   end
 end
end


class Sprite_BattleStatus_Ryex_AnTeBS < RPG::Sprite
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(x, y, actor_id, recreate_flag = false)
   super(nil)
   self.x = x
   self.y = y
   self.y -= 14 unless recreate_flag
   self.bitmap = Bitmap.new(150, 88)
   @level_up_flag = false
   @actor = $game_party.actors[actor_id]
   @box_number = actor_id
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.bitmap.clear
   draw_background
   self.bitmap.font.name, self.bitmap.font.size = RyexCFG::BATTLE_NAMES_FONT, 22
   self.bitmap.font.italic, self.bitmap.font.bold = true, true
   draw_actor_name(@actor, 15, 0)
   self.bitmap.font.italic, self.bitmap.font.bold = false, false
   self.bitmap.font.name, self.bitmap.font.size = RyexCFG::BATTLE_HP_SP_FONT, 20
   draw_actor_hp_bar_ryex(15, 24, 120, @actor)
   draw_actor_hp_Ryex(@actor, 15, 14, 120)
   draw_actor_sp_bar_ryex(15, 38, 120, @actor)
   draw_actor_sp_Ryex(@actor, 15, 28, 120)
   # if using SR
   if BlizzCFG::DRAW_SR && BlizzCFG::SR_ENABLED.include?(@actor.id)
     draw_actor_sr_with_bar(@actor, 15, 42, 120)
   end
   if @level_up_flag
     self.bitmap.font.color = normal_color
     self.bitmap.draw_text(15, 56, 120, 32, 'LEVEL UP!')
   else
     draw_actor_state(@actor, 15, 56)
   end
   self.bitmap.font.name, self.bitmap.font.size = 'Arial', 22
 end
 #--------------------------------------------------------------------------
 # * Draw Background
 #--------------------------------------------------------------------------
 def draw_background
   back_color = Color.new(75, 75, 75)
   88.times do |i|
     bcr = back_color.red * i / 88
     bcg = back_color.green * i / 88
     bcb = back_color.blue * i / 88
     self.bitmap.fill_rect(0, 88 - i - 1, 150, 1, Color.new(bcr, bcg, bcb, 200))
   end
   case @box_number
   when 0
     self.bitmap.fill_rect(0, 0, 1, 88, Color.new(0, 0, 0, 200))
   when ($game_party.actors.size - 1)
     self.bitmap.fill_rect(149, 0, 1, 88, Color.new(0, 0, 0, 200))
   end
   self.bitmap.fill_rect(0, 0, 150, 1, Color.new(0, 0, 0, 200))
   self.bitmap.fill_rect(0, 87, 150, 1, Color.new(0, 0, 0, 200))
 end
end

#==============================================================================
# Window_HCommand_WI_Battle
#------------------------------------------------------------------------------
#  This class was modified to support the slide-from-the-right feature for
#  CDS, SRS and SLS.
#==============================================================================

class Window_HCommand_WI_Battle < Window_Selectable
 
 attr_accessor :commands
 attr_reader   :actor
 #----------------------------------------------------------------------------
 # override initialize
 #----------------------------------------------------------------------------
 alias initialize_crls_later initialize
 def initialize(width, commands)
   initialize_crls_later(width, commands)
   @commands2 = [@commands[0][1], BlizzCFG::SRS_NAME, BlizzCFG::CDS_NAME]
 end
 #----------------------------------------------------------------------------
 # set_player_command
 #  new_actor - the new actor
 #  This method updates the actor in the window and all connected displays and
 #  data.
 #----------------------------------------------------------------------------
 def set_player_command(new_actor)
   # if old actor exists and command is limit
   if @actor != nil && @commands[0][1] == @actor.limit_name
     # put back old command
     @commands[0][1] = @commands2[0]
   end
   # set command to new actor's command
   @commands2[0] = new_actor.limit_name
   # store actor
   @actor = new_actor
   refresh
 end
 #----------------------------------------------------------------------------
 # swap_commands
 #  index - at which position
 #  This method changes the command in the window.
 #----------------------------------------------------------------------------
 def swap_commands(index)
   @commands[index][1], @commands2[index] = @commands2[index], @commands[index][1]
   refresh
 end
 #----------------------------------------------------------------------------
 # override refresh
 #  This method was completely modified to support the faster animated cursor
 #  and the moving animation.
 #----------------------------------------------------------------------------
 alias refresh_crls_later refresh
 def refresh
   # fotn fix
   if $fontface != nil
     self.contents.font.name = $fontface
     self.contents.font.size = $fontsize
   elsif $defaultfonttype != nil
     self.contents.font.name = $defaultfonttype
     self.contents.font.size = $defaultfontsize
   end
   # if actor exists
   if @actor != nil
     # if SLS usable and already command active
     if BlizzCFG::SLS_ACTIVE && BlizzCFG::SL_USERS.include?(@actor.id) &&
         @actor.sl_can_use?
       if self.index != 0 || @commands[0][1] != @actor.limit_name
         # draw the normal command
         self.contents.fill_rect(0, 0, 152, 32, Color.new(0, 0, 0, 0))
         draw_item(0, normal_color)
         # draw arrows
         self.contents.draw_text(-2, 0, 152, 32, '››', 2)
       elsif @commands[0][1] == @actor.limit_name
         # get color
         self.contents.font.color = BlizzCFG::LIMIT_COLOR
         # move the command in 6 steps
         (0..6).each {|j|
             x = self.index * 152
             # remove display
             self.contents.fill_rect(x, 0, 152, 32, Color.new(0, 0, 0, 0))
             rect = Rect.new(x, -36 + j * 6, 152, 32)
             # draw command
             self.contents.draw_text(rect, @commands[0][1], 1)
             Graphics.update}
       end
     else
       self.contents.fill_rect(0, 0, 152, 32, Color.new(0, 0, 0, 0))
       draw_item(0, normal_color)
     end
     # if SRS usable and already command active
     if BlizzCFG::SRS_ACTIVE && BlizzCFG::SR_USERS.include?(@actor.id)
       if self.index != 1 || @commands[1][1] != BlizzCFG::SRS_NAME
         # draw the normal command
         self.contents.fill_rect(152, 0, 152, 32, Color.new(0, 0, 0, 0))
         draw_item(1, normal_color)
         # draw arrows
         self.contents.draw_text(150, 0, 152, 32, '››', 2)
       elsif @commands[1][1] == BlizzCFG::SRS_NAME
         # get color
         self.contents.font.color = BlizzCFG::RAGE_COLOR
         # move the command in 6 steps
         (0..6).each {|j|
             x = self.index * 152
             # remove display
             self.contents.fill_rect(x, 0, 152, 32, Color.new(0, 0, 0, 0))
             rect = Rect.new(x, -36 + j * 6, 152, 32)
             # draw command
             self.contents.draw_text(rect, @commands[1][1], 1)
             Graphics.update}
       end
     else
       self.contents.fill_rect(152, 0, 152, 32, Color.new(0, 0, 0, 0))
       draw_item(1, normal_color)
     end
     # if CDS usable and already command active
     if BlizzCFG::CDS_ACTIVE && BlizzCFG::CD_USERS.include?(@actor.id)
       if self.index != 2 || @commands[2][1] != BlizzCFG::CDS_NAME
         # draw the normal command
         self.contents.fill_rect(152 * 2, 0, 152, 32, Color.new(0, 0, 0, 0))
         draw_item(2, normal_color)
         # draw arrows
         self.contents.draw_text(151 * 2, 0, 152, 32, '››', 2)
       elsif @commands[2][1] == BlizzCFG::CDS_NAME
         # move the command in 6 steps
         (0..6).each {|j|
             x = self.index * 152
             # remove display
             self.contents.fill_rect(x, 0, 152, 32, Color.new(0, 0, 0, 0))
             rect = Rect.new(x, -36 + j * 6, 152, 32)
             # if already CD actor
             if @actor.states.include?(BlizzCFG::CD_ID)
               # show Revert command
               self.contents.font.color = BlizzCFG::REVERT_COLOR
               self.contents.draw_text(rect, BlizzCFG::REVERT_NAME, 1)
             else
               # get color
               if @actor.cd_can_use?
                 self.contents.font.color = BlizzCFG::CHAOS_COLOR
               else
                 self.contents.font.color = disabled_color
               end
               # draw command
               self.contents.draw_text(rect, @commands[2][1], 1)
             end
             Graphics.update}
       end
     else
       self.contents.fill_rect(152 * 2, 0, 152, 32, Color.new(0, 0, 0, 0))
       draw_item(2, normal_color)
     end
   else
     refresh_crls_later
   end
 end
 #----------------------------------------------------------------------------
 # test_limit
 #  This method serves for quick testing if SL is available.
 #----------------------------------------------------------------------------
 def test_limit
   return (@actor != nil && @actor.sl_can_use? && @index == 0)
 end
 #----------------------------------------------------------------------------
 # limit
 #  This method serves for SL name retrieval.
 #----------------------------------------------------------------------------
 def limit
   return (@actor != nil ? @actor.limit_name : '')
 end
 
end

#==============================================================================
# Scene_Battle
#------------------------------------------------------------------------------
#  This class was modified to allow the processing of CDS, SRS and SLS during
#  battle.
#==============================================================================

class Scene_Battle
 #----------------------------------------------------------------------------
 # start_rage_select
 #  This method creates a CD window and sets it active.
 #----------------------------------------------------------------------------
 def start_chaos_select
   # RTAB compatibility
   battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
   # create and set up window
   @chaos_window = Window_ChaosDrive.new(battler)
   @chaos_window.help_window = @help_window
   @chaos_window.z = 300
   @chaos_window.y = 160
   @actor_command_window.active = false
   @actor_command_window.move(@actor_command_window.x, 481)
 end
 #----------------------------------------------------------------------------
 # start_rage_select
 #  This method creates an SR window and sets it active.
 #----------------------------------------------------------------------------
 def start_rage_select
   # RTAB compatibility
   battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
   # create and set up window
   @rage_window = Window_SoulRage.new(battler)
   @rage_window.help_window = @help_window
   @rage_window.z = 300
   @rage_window.y = 160
   @actor_command_window.active = false
   @actor_command_window.move(@actor_command_window.x, 481)
 end
 #----------------------------------------------------------------------------
 # end_rage_select_plus
 #  This method triggers the SR window and the other windows visible.
 #----------------------------------------------------------------------------
 def end_rage_select_plus
   # if SR window exists
   if @rage_window != nil
     if @rage_window.visible
       # set command window to active
       @actor_command_window.active = @actor_command_window.visible = true
       @actor_command_window.move(@actor_command_window.x, 416)
       @help_window.move(@help_window.x, 481)
     else
       # set SR window to active and make visible
       @rage_window.active = @rage_window.visible = true
     end
   end
 end
 #----------------------------------------------------------------------------
 # end_rage_select
 #  This method removes the SR window and returns to the command menu.
 #----------------------------------------------------------------------------
 def end_rage_select
   end_rage_select_plus
   @actor_command_window.swap_commands(1)
   @rage_window.dispose
   @rage_window = nil
   @help_window.move(@help_window.x, 481)
 end
 # end_rage_select_plus
 #  This method triggers the CD window and the other windows visible.
 #----------------------------------------------------------------------------
 def end_chaos_select_plus
   # if SR window exists
   if @chaos_window != nil
     if @chaos_window.visible
       # set command window to active
       @actor_command_window.active = @actor_command_window.visible = true
       @actor_command_window.move(@actor_command_window.x, 416)
       @help_window.move(@help_window.x, 481)
     else
       # set CD window to active and make visible
       @chaos_window.active = @chaos_window.visible = true
     end
   end
 end
 #----------------------------------------------------------------------------
 # end_chaos_select
 #  This method removes the CD window and returns to the command menu.
 #----------------------------------------------------------------------------
 def end_chaos_select
   end_chaos_select_plus
   @actor_command_window.swap_commands(2)
   @chaos_window.dispose
   @chaos_window = nil
   @help_window.move(@help_window.x, 481)
 end
 #----------------------------------------------------------------------------
 # override update_phase3_basic_command
 #  This method was enhanced with advanced selection control of the
 #  slide-from-the-right commands.
 #----------------------------------------------------------------------------
 #alias update_phase3_basic_command_crls_later update_phase3_basic_command
 def update_phase3_basic_command
   # RTAB compatibility
   battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
   # restore commands
   restore_commands(battler)
   # stop if SLS activated
   return if update_sls_input(battler)
   # stop if SRS activated
   return if update_srs_input(battler)
   # stop if CDS activated
   return if update_cds_input(battler)
   # RTAB left pressing limitation
   if !BlizzCFG::RTAB_ACTIVE || !Input.press?(Input::DOWN) && !Input.press?(Input::UP)
     # call original method
     update_phase3_basic_command_crls_later
   end
 end
 #----------------------------------------------------------------------------
 # restore_commands
 #  battler - the currently active battler
 #  Sets up the commands displayed.
 #----------------------------------------------------------------------------
 def restore_commands(battler)
   # if able to use SLS, but not selected
   if BlizzCFG::SLS_ACTIVE && BlizzCFG::SL_USERS.include?(battler.id) &&
       @actor_command_window.index != 0 &&
       @actor_command_window.commands[0][1] == @actor_command_window.limit
     # reset command
     @actor_command_window.swap_commands(0)
     @help_window.set_text('', 1)
     @help_window.move(@help_window.x, 481)
   end
   # if able to use SRS, but not selected
   if BlizzCFG::SRS_ACTIVE && BlizzCFG::SR_USERS.include?(battler.id) &&
       @actor_command_window.index != 1 &&
       @actor_command_window.commands[1][1] == BlizzCFG::SRS_NAME
     # reset command
     @actor_command_window.swap_commands(1)
   end
   # if able to use CDS, but not selected
   if BlizzCFG::CDS_ACTIVE && BlizzCFG::CD_USERS.include?(battler.id) &&
       @actor_command_window.index != 2 &&
       @actor_command_window.commands[2] == BlizzCFG::CDS_NAME
     # reset command
     @actor_command_window.swap_commands(2)
   end
 end
 #----------------------------------------------------------------------------
 # update_sls_input
 #  battler - the currently active battler
 #  Sets up the command window data.
 #----------------------------------------------------------------------------
 def update_sls_input(battler)
   # if able to use SLS
   if BlizzCFG::SLS_ACTIVE && BlizzCFG::SL_USERS.include?(battler.id)
     # if able to use SL and RIGHT is being hold
     if @actor_command_window.test_limit && Input.press?(Input::UP)
       # if command not visible
       if @actor_command_window.commands[0][1] != @actor_command_window.limit
         # make it visible
         $game_system.se_play($data_system.decision_se)
         skill = $data_skills[@actor_command_window.actor.limit_id]
         @help_window.set_text(skill.description, 1)
         @help_window.move(@help_window.x, 352)
         @actor_command_window.swap_commands(0)
       end
       # prevent going crazy when pressing UP or DOWN
       if !Input.press?(Input::RIGHT) && !Input.press?(Input::LEFT)
         @actor_command_window.update
       end
       # RTAB fix
       abort = true
     # if command visible
     elsif @actor_command_window.commands[0][1] == @actor_command_window.limit
       # change back
       $game_system.se_play($data_system.cancel_se)
       @actor_command_window.swap_commands(0)
       @help_window.set_text('', 1)
       @help_window.move(@help_window.x, 481)
     end
     # if command visible and C is being pressed
     if @actor_command_window.commands[0][1] == @actor_command_window.limit &&
         Input.trigger?(Input::C)
       # execute SL use setup
       $game_system.se_play($data_system.decision_se)
       battler.current_action.kind = BlizzCFG::SL_KIND
       battler.current_action.skill_id = @actor_command_window.actor.limit_id
       @skill = $data_skills[battler.current_action.skill_id]
       @help_window.move(@help_window.x, 481)
       # depending on the skill specsifications, allow target selection
       if @skill.scope == 1
         start_enemy_select
         @actor_command_window.swap_commands(0)
       elsif [3, 5].include?(@skill.scope)
         start_actor_select
         @actor_command_window.swap_commands(0)
       else
         @actor_command_window.swap_commands(0)
         phase3_next_actor
       end
       return true
     end
     # abort if RTAB to prevent character change
     return true if abort
   end
 end
 #----------------------------------------------------------------------------
 # update_srs_input
 #  battler - the currently active battler
 #  Sets up the command window data.
 #----------------------------------------------------------------------------
 def update_srs_input(battler)
   # if able to use SRS
   if BlizzCFG::SRS_ACTIVE && BlizzCFG::SR_USERS.include?(battler.id)
     # if able to use SR and RIGHT is being hold
     if @actor_command_window.index == 1 && Input.press?(Input::UP)
       # if command not visible
       if @actor_command_window.commands[1][1] != BlizzCFG::SRS_NAME
         # make it visible
         $game_system.se_play($data_system.decision_se)
         @actor_command_window.swap_commands(1)
       end
       # prevent going crazy when pressing UP or DOWN
       if !Input.press?(Input::RIGHT) && !Input.press?(Input::LEFT)
         @actor_command_window.update
       end
       # RTAB fix
       abort = true
     # if command visible
     elsif @actor_command_window.commands[1][1] == BlizzCFG::SRS_NAME
       # change back
       $game_system.se_play($data_system.cancel_se)
       @actor_command_window.swap_commands(1)
     end
     # if command visible and C is being pressed
     if @actor_command_window.commands[1][1] == BlizzCFG::SRS_NAME &&
         Input.trigger?(Input::C)
       # execute SR use setup
       $game_system.se_play($data_system.decision_se)
       battler.current_action.kind = BlizzCFG::SR_KIND
       start_rage_select
       return true
     end
     # abort if RTAB to prevent character change
     return true if abort
   end
 end
 #----------------------------------------------------------------------------
 # update_cds_input
 #  battler - the currently active battler
 #  Sets up the command window data.
 #----------------------------------------------------------------------------
 def update_cds_input(battler)
   # if able to use CDS
   if BlizzCFG::CDS_ACTIVE && BlizzCFG::CD_USERS.include?(battler.id)
     # if able to use CD and RIGHT is being hold
     if @actor_command_window.index == 2 && Input.press?(Input::UP)
       # if command not visible
       if @actor_command_window.commands[2][1] != BlizzCFG::CDS_NAME
         # make it visible
         $game_system.se_play($data_system.decision_se)
         @actor_command_window.swap_commands(2)
       end
       # prevent going crazy when pressing UP or DOWN
       if !Input.press?(Input::RIGHT) && !Input.press?(Input::LEFT)
         @actor_command_window.update
       end
       # RTAB fix
       abort = true
     # if command visible
     elsif @actor_command_window.commands[2][1] == BlizzCFG::CDS_NAME
       # change back
       $game_system.se_play($data_system.cancel_se)
       @actor_command_window.swap_commands(2)
     end
     # if command visible and C is being pressed
     if @actor_command_window.commands[2][1] == BlizzCFG::CDS_NAME &&
         Input.trigger?(Input::C)
       unless @actor_command_window.actor.states.include?(BlizzCFG::CD_ID)
         # if can use CD
         if @actor_command_window.actor.cd_can_use?
           # execute CD use setup
           $game_system.se_play($data_system.decision_se)
           battler.current_action.kind = BlizzCFG::CD_KIND
           start_chaos_select
         else
           $game_system.se_play($data_system.buzzer_se)
         end
       else
         # execute CD revert setup
         $game_system.se_play($data_system.decision_se)
         battler.current_action.kind = BlizzCFG::CD_KIND
         battler.chaos_action = 2
         @actor_command_window.swap_commands(2)
         phase3_next_actor
       end
       return true
     end
     # abort if RTAB to prevent character change
     return true if abort
   end
 end
end





Instructions

In script



Compatibility

tested with:
CRLS - Plug in needed see above
Ryex's Weapons unleash skills - works

should be compatible with most scripts with a few edits for visual things



Credits and Thanks


  • Ryex
  • WcW
  • Blizzard
  • I'd like to thank Calintz for his valued input



Author's Notes

Make sure to look at the demo for battler animation clarification.

Enjoy!
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Spaceman McConaughey

An attractive looking system, Ryex. If I wasn't using Blizz ABS, I'd use this.  ;) :levels up:

Calintz

This is beautiful Ryex!!
*LVL up*

Ryex

I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Calintz

!! YES !!

BTW:
I was wondering what some of YOUR ideas were for the animated battlers. Are you gonna use them in Asan'Tear?

Ryex

Quote from: Calintz on June 20, 2009, 11:21:26 pm
!! YES !!

BTW:
I was wondering what some of YOUR ideas were for the animated battlers. Are you gonna use them in Asan'Tear?

yes. yes I am.
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Calintz

What kind of picture sets do you have in mind?

Ryex

how do you mean?

and the CRLS plugin is going to take a while, I have to rework four methods, and the edits to the command window, to get it to work off of an up input instead of a left right input
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Calintz

It's okay ...
I mean, what picture ideas do you have for replacing the IDLE text and stuff?

Ryex

oh well you know how in golden sun the battlers kinda bounce (don't know another word for it) when they are idle? they move up and down with their knees and stuff, that's what i was thinking. then there would be special movements for using skill and items and stuff. 
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Calintz

Are you gonna use standard size battlers!? They will be hard to animate.

Ryex

Quote from: Calintz on June 21, 2009, 12:39:48 am
Are you gonna use standard size battlers!? They will be hard to animate.

slightly smaller like 75 x 115 or around there
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Calintz


Holyrapid

Looks nice. If i ever decide to make a game with front-view battle´s, i´ll use this! :) leve up!

Blizzard

WTF am I doing in the credits? O_o Take me out of there. I didn't do anything.
Check out Daygames and our games:

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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Ryex

Quote from: Blizzard on June 21, 2009, 08:00:18 am
WTF am I doing in the credits? O_o Take me out of there. I didn't do anything.

i used your Animated Battlers for Non Action BS from tones as the basis for my animation system so i think you deserve some credit
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Blizzard

Lol! Ok, then feel free to leave me there. ^_^
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
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Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

G_G

is this not database worthy? O_o

Nice battle system though ryex I really like it and yea it was easy adding my edits in there. Thanks *lv's up*

*GASPS****
4 6's
6666 at blizz's posts

Ryex

OK I got CRLS working with a few graphical glitches once i fix them i'll release the plugin
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Kagutsuchi

My only complaint is that the blinking "idle" and "defend" text and such, are making my eyes bleed. Otherwise it looks very cool.