kyonides

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KBattleFront XP
Version 0.11.0

by Kyonides


This is an Animated Front View & Side View Battle System!

After reading a couple of threads where people complained about fellow scripter's battle system, I decided that I could give it a chance. The GUI is almost done based on my first impression of those scripts' interface.

  1. Status window remains pretty much as static as always, but it includes faces if enabled.
    States might be displayed as icons, too.
  2. New actor menu on the top of the screen.
    It uses icons and a label to tell you what's the command currently in display.
The escape feature is still a WIP.

The script is almost Plug n Play, except for a couple of Constants I've included there.
For instance, order the commands the way you like it and pick their icon indexes and that's it, guys! :D
It also includes a single script call and that's it! :D

kbattlefrontxp001.jpg
kbattlefrontxp008.jpg

List of Included Scripts
  • KWeaponDamage
  • Skill Roulette
Ruby:
# * KBattleFront XP * #
#   Scripter : Kyonides Arkanthes

# This script sought to implement some of the features I have found in other
# EarthBound Battle Systems but not anymore.
# It is BOTH an Front View and a Side View Battle System.
# And it swiftly displays movable characters as battlers on screen!

# * KBattleFront Script Calls * #

# - Change the way the Actors will place on screen
#   Options: 0 - Above their Status Windows, 1 - Centered, 2 - Sideview
# $game_system.formation_type = Option

# - Alter a given Skill's SP Cost for a specific Actor
#   = equal assigns a Number
#   += or -= will increase or decrease its value by that Number.
# $game_actors[Actor_ID].alter_sp_cost = Number
# $game_party.actors[ActorIndex].alter_sp_cost = Number

module KBattleFront
  module ActorAsBattler
    UPPER_Y = 160
    LOWER_Y = 28
    POSITION_OFFSET_Y = 12
    # Formation Types: 0 - Above Status Windows, 1 - Centered, 2 - Sideview
    START_FORMATION_TYPE = 0
  end

  module Alert
    FRAMES_TOTAL = 20
    # Type :Symbol => "Filename", etc.
    START_TYPE_PICTURES = {
      :surprise => "surprise attack",
      :preemptive => "preemptive attack"
    }
  end
  DISPLAY_FACES = true
  GUARD_ANIME = 65
  JUMP_FRAMES = 24
  COMMAND_NAME_FONT_SIZE = 26
  COMMAND_NAME_XY = [480, 20]
  COMMAND_ORDER = [:attack, :skill, :guard, :item, :escape]
  # Command Symbol => ["Command Name", "Icon"]
  COMMAND_NAMES_ICONS = {
    :attack => ["Attack", "001-Weapon01"],
    :skill  => ["Skill", "044-Skill01"],
    :guard  => ["Guard", "009-Shield01"],
    :item   => ["Item", "032-Item01"],
    :escape => ["Escape", "020-Accessory05"]
  }
  CUSTOM_CLASS_SKILL_NAMES = {
    2 => "Technique",
    7 => "Blessing",
    8 => "Spell"
  }
  STATE_ICONS = {
    1 => "046-Skill03", 2 => "050-Skill07", 3 => "Poison"
  }
  STATE_ICONS.default = "None"
  # End of Configuration * #


Terms & Conditions

Free for use in any game.
Don't ever ask me to port it to any other Maker!
Don't drink coffee for a whole week before using it! :p
That's it!
 
Last edited:

kyonides

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There is No Good Reason
For Frontview Battles to be Boring at All!

Ever since version 0.6.0 of KBattleFront XP, we have the option to actually watch the heroes move and even jump to hit their targets! Shocked

And now the guard option can also have its own animation! Shocked

And I have brought you some darn convincing proves of it!

kbattlefrontxp004.jpg
kbattlefrontxp003.jpg
 

kyonides

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Now Actors Can Escape Individually!

We all know that RMXP only allowed the party to escape as a group and not as mere individuals with all their innate flaws. You know what, scratch that like right now! :o

That's no longer the case with KBattleFront XP! :D
Any of your heroes can now be a true chicken wuss! :p

Just like in old classics like Final Fantasy 6 where you could pick somebody like Terra or Locke to escape, leaving the comrades behind just because, now you can emulate them in this new installment! :D

KBFXP's Default Judgement of an Escaping Party is the following:

Either some people escaped or got killed, thus the battle gets aborted.

:aswt: This might sound weird for some of you, but I'll see if I can add another option at least.
Yeah, that would include a brand new Constant in the KBattleFront module for sure. :p
 

kyonides

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Did I Say My Script Was a Frontview Battle System!?
It is also a Sideview Battle System as well!

:o

This afternoon I managed to adapt my script to let it work swiftly as a Sideview Battle System and it has been a terrific success indeed! :D

Yes, I have got some nice proofs to demonstrate that it truly works as promised! :D

I also added a couple of extra Constants to make my script be even more Sculptor customizable than before.

kbattlefrontxp007.jpg
index.php
 

kyonides

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KBattleFront XP Has Been Upgrade Once More!

This time I merged my recent Skill Roulette XP script with the Frontview & Sideview Battle System, meaning that you can enjoy the benefits of creating one or more Random Skills for your game projects! :D

List of Included Scripts
  • KWeaponDamage
  • Skill Roulette
 

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