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- RMXP
KBattleFront XP
Version 0.11.0
by Kyonides
This is an Animated Front View & Side View Battle System!
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.
- Status window remains pretty much as static as always, but it includes faces if enabled.
States might be displayed as icons, too. - 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 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!
It also includes a single script call and that's it!
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!
That's it!
Last edited: