Looking for Kread-EX's Animated Battlers

Kaimi

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I believe this is the proper forum for this question. I was hoping to get Kread-EX's Animated Battlers from his site (direct link: https://grimoirecastle.wordpress.com/rgss3-scripts/graphics-enhancements/animated-battlers/), but I'm afraid that Dropbox must have removed it, or the creator removed it from Db, or something. If someone knows where I can find it, even a raw code on GitHub or something like that and would link it for me (and maybe for others if someone else is looking for it), I'd be very grateful.
 

Kaimi

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Thank you, Archeia. I checked that GitHub you linked and I'm afraid that the thing I'm looking for is not there.
 

Archeia

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Huh you are right, that is weird. Well, here you go instead:
Code:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#  ▼ Animated Battlers
#  Author: Kread-EX
#  Version 1.08
#  Release date: 28/11/2012
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#------------------------------------------------------------------------------
#  ▼ UPDATES
#------------------------------------------------------------------------------
# # 07/04/2013. Added option for linking animations during skill use.
# # 04/04/2013. Fixed a bug with guarding.
# # 18/02/2013. Fixed another bug with Dual Wielding.
# # 16/02/2013. Fixed a bug with Dual Wielding.
# # 15/02/2013. Compatibility with Symphony.
# # 15/02/2013. Added state animations and a few other options.
# # 15/02/2013. Compatibility with modern algebra's Flash Enemy.
# # 05/01/2013. Compatibility with Banish Skills.
#------------------------------------------------------------------------------
#  ▼ INTRODUCTION
#------------------------------------------------------------------------------
# # This script will allow you to use battle animations as animation battlers.
# # It sounds simple enough but please read the instructions.
# #
# # DON'T ASK ME FOR A DEMO. PLEASE.
#------------------------------------------------------------------------------
#  ▼ INSTRUCTIONS
#------------------------------------------------------------------------------
# # I direct you to this page: http://wp.me/P22oyp-ca
#------------------------------------------------------------------------------
#  ▼ TERMS OF USAGE
#------------------------------------------------------------------------------
# #  You are free to adapt this work to suit your needs.
# #  You can use this work for commercial purposes if you like it.
# #  Credit is appreciated.
# #
# # For support:
# # grimoirecastle.wordpress.com
# # rpgmakerweb.com
#------------------------------------------------------------------------------
#  ▼ COMPATIBILITY
#------------------------------------------------------------------------------
# # Works with the DBS and Ace Battle Engine.
# # List of aliases and overwrites:
# #
# # DataManager
# # load_database (alias)
# # load_aniB_notetags (new method)
# #
# # BattleManager
# # process_victory (alias)
# #
# # RPG::Actor, RPG::Class, RPG::Enemy
# # load_aniB_notetags (new method)
# # animation_data (new method)
# #
# # RPG::UsableItem
# # load_aniB_notetags (new method)
# # battler_anim_id (new attr method)
# # move_to_target (new attr method)
# #
# # Game_Battler
# # skill_pose_active (new attr method)
# # item_pose_active (new attr method)
# # x_destination (new attr method)
# # y_destination (new attr method)
# # movement_type (new attr method)
# # animation_data (new method)
# # skill_battler_anim (new method)
# # item_battler_anim (new method)
# # on_action_end (alias)
# # is_moving? (new method)
# #
# # Game_Actor
# # victory_pose (new attr method)
# # perform_collapse_effect (alias)
# # screen_x (overwrite)
# # screen_y (overwrite)
# # screen_z (overwrite)
# # use_sprite? (overwrite)
# #
# # Sprite_Battler
# # screen_x (new attr method)
# # screen_y (new attr method)
# # initialize (alias)
# # update (alias)
# # update_bitmap (overwrite)
# # update_position (overwrite)
# # update_movement (new method)
# # update_battler_poses (new method)
# # animation? (overwrite)
# # battler_animation? (new method)
# # start_battler_animation (new method)
# # load_battler_animation_bitmap (new method)
# # make_battler_animation_sprites (new method)
# # set_battler_animation_origin (new method)
# # move_battler_animation (new method)
# # dispose_battler_animation (new method)
# # update_battler_animation (new method)
# # battler_animation_set_sprites (new method)
# # battler_animation_process_timing (new method)
# # get_current_pose (new method)
# # update_collapse (alias)
# # update_boss_collapse (overwrite)
# #
# # Window_BattleActor
# # update (alias)
# #
# # Scene_Battle
# # execute_action (alias)
# # move_to_target (new method)
# # move_back_to_pos (new method)
#------------------------------------------------------------------------------

($imported ||= {})['KRX-AnimatedBattlers'] = true

#puts 'Load: Animated Battlers v1.08 by Kread-EX'

module KRX
#===========================================================================
# ■ CONFIGURATION
#===========================================================================

  ACTOR_POSITIONS = [[430, 250], [487, 274], [550, 300], [540, 300]]
  VICTORY_DELAY = 30
  MAX_SPRITES = 16
  MOVEMENT_Y_OFFSET = 70
  # Set this to true to make the attack anim play twice for dual wielders.
  DUAL_WIELDING = false
 
#===========================================================================
# ■ CONFIGURATION ENDS HERE
#===========================================================================
  module REGEXP
    ANIM_TAG_START = /<animation_block>/i
    ANIM_TAG_END = /<\/animation_block>/i
    ANIM_STANDING = /standing:[ ]*(\d+)/i
    ANIM_DANGER = /danger:[ ]*(\d+)/i
    ANIM_HIT = /hit:[ ]*(\d+)/i
    ANIM_DEAD = /dead:[ ]*(\d+)/i
    ANIM_VICTORY = /victory:[ ]*(\d+)/i
    ANIM_ITEM_DEFAULT = /item_default:[ ]*(\d+)/i
    ANIM_SKILL_DEFAULT = /skill_default:[ ]*(\d+)/i
    ANIM_ITEM = /item:[ ]*(\d+(?:\s*,\s*\d+*)*)/i
    ANIM_SKILL = /skill:[ ]*(\d+(?:\s*,\s*\d+*)*)/i
    ANIM_STATE = /state:[ ]*(\d+(?:\s*,\s*\d+*)*)/i
    ANIM_MOV_F = /move_f:[ ]*(\d+)/
    ANIM_MOV_B = /move_b:[ ]*(\d+)/
    ANIM_MIRROR = /mirror/i
    ANIM_GUARD = /guard:[ ]*(\d+)/i
    ANIM_ON_ITEM = /<anim_id:[ ]*(\d+)>/i
    ANIM_TO_TARGET = /<move_to_target:*[ ]*(-?\d+)*>/i
  end
 
end

#===========================================================================
# ■ DataManager
#===========================================================================

module DataManager  
    #--------------------------------------------------------------------------
    # ● Loads the database
    #--------------------------------------------------------------------------
    class << self; alias_method(:krx_aniB_dm_ld, :load_database); end
    def self.load_database
        krx_aniB_dm_ld
        load_aniB_notetags
    end  
    #--------------------------------------------------------------------------
    # ● Loads the note tags
    #--------------------------------------------------------------------------
    def self.load_aniB_notetags
        groups = [$data_skills, $data_items, $data_actors, $data_classes,
    $data_enemies]
        for group in groups
            for obj in group
                next if obj.nil?
                obj.load_aniB_notetags
            end
        end
        #puts "Read: Animated Battlers Notetags"
    end
end

#===========================================================================
# ■ BattleManager
#===========================================================================

module BattleManager
    #--------------------------------------------------------------------------
    # ● Process the battle victory
    #--------------------------------------------------------------------------
  class << self; alias_method(:krx_aniB_bm_pv, :process_victory); end
  def self.process_victory
    $game_party.members.each {|m| m.victory_pose = true}
    KRX::VICTORY_DELAY.times {SceneManager.scene.update_basic}
    krx_aniB_bm_pv
    $game_party.members.each {|m| m.victory_pose = false}
  end
end


#===========================================================================
# ■ RPG::Actor, RPG::Class, RPG::Enemy
#===========================================================================

module KRX
  module ANIMATED_BATTLERS
    #--------------------------------------------------------------------------
    # ● Loads the note tags
    #--------------------------------------------------------------------------
    def load_aniB_notetags
      @animation_data = {}
      @note.split(/[\r\n]+/).each do |line|
        case line
        when KRX::REGEXP::ANIM_TAG_START
          @enable_aniB_tags = true
        when KRX::REGEXP::ANIM_TAG_END
          @enable_aniB_tags = false
        when KRX::REGEXP::ANIM_STANDING
          @animation_data[:stand] = $1.to_i if @enable_aniB_tags
        when KRX::REGEXP::ANIM_DANGER
          @animation_data[:danger] = $1.to_i if @enable_aniB_tags
        when KRX::REGEXP::ANIM_HIT
          @animation_data[:hit] = $1.to_i if @enable_aniB_tags
        when KRX::REGEXP::ANIM_DEAD
          @animation_data[:dead] = $1.to_i if @enable_aniB_tags
        when KRX::REGEXP::ANIM_VICTORY
          @animation_data[:victory] = $1.to_i if @enable_aniB_tags
        when KRX::REGEXP::ANIM_ITEM_DEFAULT
          @animation_data[:dflt_item] = $1.to_i if @enable_aniB_tags
        when KRX::REGEXP::ANIM_SKILL_DEFAULT
          @animation_data[:dflt_skill] = $1.to_i if @enable_aniB_tags
        when KRX::REGEXP::ANIM_MIRROR
          @animation_data[:mirror] = true if @enable_aniB_tags
        when KRX::REGEXP::ANIM_GUARD
          @animation_data[:guard] = $1.to_i if @enable_aniB_tags
        when KRX::REGEXP::ANIM_MOV_F
          @animation_data[:move_f] = $1.to_i if @enable_aniB_tags
        when KRX::REGEXP::ANIM_MOV_B
          @animation_data[:move_b] = $1.to_i if @enable_aniB_tags
        when KRX::REGEXP::ANIM_ITEM
          if @enable_aniB_tags
            @animation_data[:item] ||= []
            $1.scan(/\d+/).each {|i| @animation_data[:item].push(i.to_i)}
          end
        when KRX::REGEXP::ANIM_SKILL
          if @enable_aniB_tags
            @animation_data[:skill] ||= []
            $1.scan(/\d+/).each {|i| @animation_data[:skill].push(i.to_i)}
          end
        when KRX::REGEXP::ANIM_STATE
          if @enable_aniB_tags
            @animation_data[:states] ||= []
            $1.scan(/\d+/).each {|i| @animation_data[:states].push(i.to_i)}
          end
        end
      end
    end
    #--------------------------------------------------------------------------
    # ● Returns the animation settings
    #--------------------------------------------------------------------------
    def animation_data(key)
      @animation_data[key]
    end
  end
end

class RPG::Actor < RPG::BaseItem
  include KRX::ANIMATED_BATTLERS
end

class RPG::Class < RPG::BaseItem
  include KRX::ANIMATED_BATTLERS
end

class RPG::Enemy < RPG::BaseItem
  include KRX::ANIMATED_BATTLERS
end

#===========================================================================
# ■ RPG::UsableItem
#===========================================================================

class RPG::UsableItem < RPG::BaseItem
    #--------------------------------------------------------------------------
    # ● Public instance variables
    #--------------------------------------------------------------------------
  attr_reader     :battler_anim_id
  attr_reader     :move_to_target
  attr_reader     :move_direction
    #--------------------------------------------------------------------------
    # ● Loads the note tags
    #--------------------------------------------------------------------------
  def load_aniB_notetags
    @note.split(/[\r\n]+/).each do |line|
      case line
      when KRX::REGEXP::ANIM_ON_ITEM
        @battler_anim_id = $1.to_i
      when KRX::REGEXP::ANIM_TO_TARGET
        @move_to_target = true
        @move_direction = $1.to_i
        @move_direction ||= 0
      end
    end
  end
end

#===========================================================================
# ■ Game_Battler
#===========================================================================

class Game_Battler < Game_BattlerBase
    #--------------------------------------------------------------------------
    # ● Public instance variables
    #--------------------------------------------------------------------------
  attr_accessor   :skill_pose_active
  attr_accessor   :item_pose_active
  attr_accessor   :x_destination
  attr_accessor   :y_destination
  attr_accessor   :movement_type
    #--------------------------------------------------------------------------
    # ● Returns the battler animation data
    #--------------------------------------------------------------------------
  def animation_data(key)
    if actor?
      if actor.animation_data(key).nil?
        self.class.animation_data(key)
      else
        actor.animation_data(key)
      end
    else
      enemy.animation_data(key)
    end
  end
    #--------------------------------------------------------------------------
    # ● Returns the battler animation ID for a specific skill
    #--------------------------------------------------------------------------
  def skill_battler_anim(id)
    data = animation_data(:skill) || []
    data.each_index do |i|
      next if i % 2 != 0
      return data[i+1] if data[i] == id
    end
    $data_skills[id].battler_anim_id ? $data_skills[id].battler_anim_id :
    animation_data(:dflt_skill)
  end
    #--------------------------------------------------------------------------
    # ● Returns the battler animation ID for a specific item
    #--------------------------------------------------------------------------
  def item_battler_anim(id)
    data = animation_data(:item) || []
    data.each_index do |i|
      next if i % 2 != 0
      return data[i+1] if data[i] == id
    end
    $data_items[id].battler_anim_id ? $data_items[id].battler_anim_id :
    animation_data(:dflt_item)
  end
    #--------------------------------------------------------------------------
    # ● Returns the battler animation ID for a specific state
    #--------------------------------------------------------------------------
  def state_battler_anim(id)
    data = animation_data(:states) || []
    data.each_index do |i|
      next if i % 2 != 0
      return data[i+1] if data[i] == id
    end
    nil
  end
  #--------------------------------------------------------------------------
  # ● Clears the action data
  #--------------------------------------------------------------------------
  alias_method(:krx_aniB_gb_oae, :on_action_end)
  def on_action_end
    krx_aniB_gb_oae
    @skill_pose_active = false
    @item_pose_active = false
  end
  #--------------------------------------------------------------------------
  # ● Determine if the battler is moving on the battle screen
  #--------------------------------------------------------------------------
  unless $imported["YES-BattleSymphony"]
  def is_moving?
    ((@x_destination || 0) > 0) || ((@y_destination || 0) > 0)
  end
  end
    #--------------------------------------------------------------------------
    # ● Update movement (Symphony)
    #--------------------------------------------------------------------------
  if $imported["YES-BattleSymphony"]
  def update_movement
    return unless self.is_moving?
    @move_x_rate = 0 if @screen_x == @destination_x || @move_x_rate.nil?
    @move_y_rate = 0 if @screen_y == @destination_y || @move_y_rate.nil?
    value = [(@screen_x - @destination_x).abs, @move_x_rate].min
    ofx = (@destination_x > @screen_x) ? value : -value
    @screen_x += (@destination_x > @screen_x) ? value : -value
    value = [(@screen_y - @destination_y).abs, @move_y_rate].min
    ofy = (@destination_y > @screen_y) ? value : -value
    @screen_y += (@destination_y > @screen_y) ? value : -value
    sprite.move_battler_animation(ofx, ofy)
  end
    #--------------------------------------------------------------------------
    # ● Update jump (Symphony)
    #--------------------------------------------------------------------------
  def update_jump
    return unless self.is_moving?
    #---
    value = [(@screen_x - @destination_x).abs, @move_x_rate].min
    @screen_x += (@destination_x > @screen_x) ? value : -value
    ofx = (@destination_x > @screen_x) ? value : -value
    @parabola[:x] += value
    @screen_y -= @arc_y
    #---
    if @destination_x == @screen_x
      @screen_y = @destination_y
      @arc_y = 0
      @arc = 0
    else
      a = (2.0*(@parabola[:y0]+@parabola[:y1])-4*@parabola[:h])/(@parabola[:d]**2)
      b = (@parabola[:y1]-@parabola[:y0]-a*(@parabola[:d]**2))/@parabola[:d]
      @arc_y = a * @parabola[:x] * @parabola[:x] + b * @parabola[:x] + @parabola[:y0]
    end
    #---
    @screen_y += @arc_y
    @move_x_rate = 0 if @screen_x == @destination_x
    @move_y_rate = 0 if @screen_y == @destination_y
    sprite.move_battler_animation(ofx, @arc_y)
  end
  end
end

#===========================================================================
# ■ Game_Actor
#===========================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● Public instance variables
  #--------------------------------------------------------------------------
  attr_accessor   :victory_pose
  #--------------------------------------------------------------------------
  # ● Perform the collapse effect if dead
  #--------------------------------------------------------------------------
  alias_method(:krx_aniB_ga_pce, :perform_collapse_effect)
  def perform_collapse_effect
    return if animation_data(:dead) != nil
    krx_aniB_ga_pce
  end
  #--------------------------------------------------------------------------
  # ● Return x coordinates on battle screen
  #--------------------------------------------------------------------------
  unless $imported["YES-BattleSymphony"]
  def screen_x
    KRX::ACTOR_POSITIONS[index][0]
  end
  #--------------------------------------------------------------------------
  # ● Return y coordinates on battle screen
  #--------------------------------------------------------------------------
  def screen_y
    KRX::ACTOR_POSITIONS[index][1]
  end
  end
  #--------------------------------------------------------------------------
  # ● Return z coordinates on battle screen
  #--------------------------------------------------------------------------
  def screen_z
    return 100
  end
  #--------------------------------------------------------------------------
  # ● The actors will use a sprite
  #--------------------------------------------------------------------------
  def use_sprite?
    return true
  end
end

#==============================================================================
# ■ Sprite_Battler
#==============================================================================

class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
  # ● Public instance variables
  #--------------------------------------------------------------------------
  attr_reader   :screen_x
  attr_reader   :screen_y
  #--------------------------------------------------------------------------
  # ● Object Initialize
  #--------------------------------------------------------------------------
  alias_method(:krx_aniB_sb_init, :initialize)
  def initialize(viewport, battler = nil)
    krx_aniB_sb_init(viewport, battler)
    @battler_ani_duration = 0
    @blank_bitmap = Bitmap.new(48, 48)
  end
  #--------------------------------------------------------------------------
  # ● Frame Update
  #--------------------------------------------------------------------------
  alias_method(:krx_abiB_sb_update, :update)
  def update
    dispose_battler_animation unless @battler || !battler_animation?
    krx_abiB_sb_update
    update_movement
    @charset_shadow.visible = false if $imported["YES-BattleSymphony"]
  end
  #--------------------------------------------------------------------------
  # ● Updates the initial bitmap
  #--------------------------------------------------------------------------
  def update_bitmap
    self.bitmap = @blank_bitmap if self.bitmap != @blank_bitmap
    update_battler_poses
    update_flash_and_whiten
  end
  #--------------------------------------------------------------------------
  # ● Updates the coordinates
  #--------------------------------------------------------------------------
  unless $imported["YES-BattleSymphony"]
  def update_position
    self.x = @screen_x || @battler.screen_x
    self.y = @screen_y || @battler.screen_y
    self.z = @battler.screen_z
  end
  end
  #--------------------------------------------------------------------------
  # ● Updates the movement positions
  #--------------------------------------------------------------------------
  def update_movement
    return unless @battler
    return if $imported["YES-BattleSymphony"]
    @battler.x_destination ||= 0
    @battler.y_destination ||= 0
    @screen_x ||= @battler.screen_x
    @screen_y ||= @battler.screen_y
    if @battler.x_destination != 0
      sx, dx = @screen_x, @battler.x_destination
      @screen_x = sx > dx ? [sx-16, dx].max : [sx+16, dx].min
      mx = @screen_x - sx
      move_battler_animation(mx, 0)
      if @screen_x == dx
        @battler.x_destination = 0
        update_position
      end
    end
    if @battler.y_destination != 0
      sy, dy = @screen_y, @battler.y_destination
      @screen_y = sy > dy ? [sy-8, dy].max : [sy+8, dy].min
      my = @screen_y - sy
      move_battler_animation(0, my)
      if @screen_y == dy
        @battler.y_destination = 0
        update_position
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● Updates the battler poses
  #--------------------------------------------------------------------------
  def update_battler_poses
    update_battler_animation
    return if @battler.nil? || !@battler_visible
    battler_anim_id = get_current_pose
    return if battler_animation? || @no_loop
    return if battler_anim_id.nil?
    animation = $data_animations[battler_anim_id]
    mirror = @battler.animation_data(:mirror)
    if @battler.dual_wield? && @start_dual_wielding
      @dual_wielding_done = true
      @start_dual_wielding = false
    end
    start_battler_animation(animation, mirror)
  end
  #--------------------------------------------------------------------------
  # ● Updates the flash and whiten effects
  #--------------------------------------------------------------------------
  def update_flash_and_whiten
    unless @battler_ani_sprites.nil?
      if @flash_color && @flash_duration > 0
        d = @flash_duration
        r, g, b = @flash_color.red, @flash_color.green, @flash_color.blue
        @flash_color.alpha = @flash_color.alpha * (d - 1) / d
      end
      @battler_ani_sprites.each do |sprite|
        if @flash_color && @flash_duration > 0
          sprite.color.set(r, g, b, @flash_color.alpha)
        end
        if @effect_type == :whiten
          sprite.color.set(255, 255, 255, 0)
          sprite.color.alpha = 128 - (16 - @effect_duration) * 10
        end
      end
      @flash_duration -= 1 if @flash_duration
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Flash (modern algebra Flash Selected Enemy)
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_fse_flash
    unless @battler_ani_sprites.nil?
      @battler_ani_sprites.each do |sprite|
        sprite.color.set(*FSE_FLASH_COLOUR)
        if @effect_duration > (FSE_FLASH_DURATION / 2)
          sprite.color.alpha =
          (FSE_FLASH_DURATION - @effect_duration) * @fse_flash_mod
        else
          sprite.color.alpha = @effect_duration * @fse_flash_mod
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● Determine if an anim is playing
  #--------------------------------------------------------------------------
  def animation?
    @animation != nil || @banim_wait
  end
  #--------------------------------------------------------------------------
  # ● Determine if a battler anim is playing
  #--------------------------------------------------------------------------
  def battler_animation?
    @battler_animation != nil
  end
  #--------------------------------------------------------------------------
  # ● Start the battler animation
  #--------------------------------------------------------------------------
  def start_battler_animation(animation, mirror)
    dispose_battler_animation
    @battler_animation = animation
    @battler_mirror = mirror
    if @battler_animation
      set_animation_rate
      @battler_ani_duration = @battler_animation.frame_max * @ani_rate + 1
      load_battler_animation_bitmap
      make_battler_animation_sprites
      set_battler_animation_origin
      update_battler_animation
    end
   
  end
  #--------------------------------------------------------------------------
  # ● Construct the animation bitmaps
  #--------------------------------------------------------------------------
  def load_battler_animation_bitmap
    animation1_name = @battler_animation.animation1_name
    animation1_hue = @battler_animation.animation1_hue
    animation2_name = @battler_animation.animation2_name
    animation2_hue = @battler_animation.animation2_hue
    @battler_ani_bitmap1 = Cache.animation(animation1_name, animation1_hue)
    @battler_ani_bitmap2 = Cache.animation(animation2_name, animation2_hue)
    if @@_reference_count.include?(@battler_ani_bitmap1)
      @@_reference_count[@battler_ani_bitmap1] += 1
    else
      @@_reference_count[@battler_ani_bitmap1] = 1
    end
    if @@_reference_count.include?(@battler_ani_bitmap2)
      @@_reference_count[@battler_ani_bitmap2] += 1
    else
      @@_reference_count[@battler_ani_bitmap2] = 1
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # ● Construct the animation sprites to hold the bitmaps
  #--------------------------------------------------------------------------
  def make_battler_animation_sprites
    @battler_ani_sprites = []
    if @use_sprite && !@@ani_spr_checker.include?(@battler_animation)
      KRX::MAX_SPRITES.times do
        sprite = ::Sprite.new(viewport)
        sprite.visible = false
        @battler_ani_sprites.push(sprite)
      end
    end
    @battler_ani_duplicated = @@ani_checker.include?(@battler_animation)
  end
  #--------------------------------------------------------------------------
  # ● Pinpoint the animation origin values
  #--------------------------------------------------------------------------
  def set_battler_animation_origin
    @battler_ani_ox = x - ox + width / 2
    @battler_ani_oy = y - oy + height / 2
    if @battler_animation.position == 0
      @battler_ani_oy -= height / 2
    elsif @battler_animation.position == 2 || @battler_animation.position == 3
      @battler_ani_oy += height / 2
    end
  end
  #--------------------------------------------------------------------------
  # ● Move the animation
  #--------------------------------------------------------------------------
  def move_battler_animation(dx, dy)
    if @battler_ani_sprites
      @battler_ani_ox += dx
      @battler_ani_oy += dy
      @battler_ani_sprites.each do |sprite|
        sprite.x += dx
        sprite.y += dy
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● Free the animation
  #--------------------------------------------------------------------------
  def dispose_battler_animation
   
#    p @@_reference_count
    if @battler_ani_bitmap1
      @@_reference_count[@battler_ani_bitmap1] -= 1
      if @@_reference_count[@battler_ani_bitmap1] == 0
#        @battler_ani_bitmap1.dispose
      end
    end
   
   
    if @battler_ani_bitmap2
      @@_reference_count[@battler_ani_bitmap2] -= 1
      if @@_reference_count[@battler_ani_bitmap2] == 0
        @battler_ani_bitmap2.dispose
      end
    end
    if @battler_ani_sprites
      @battler_ani_sprites.each {|sprite| sprite.dispose }
      @battler_ani_sprites = nil
      @battler_animation = nil
    end
    @battler_ani_bitmap1 = nil
    @battler_ani_bitmap2 = nil
    @flash_color = @flash_duration = nil
  end
  #--------------------------------------------------------------------------
  # ● Update the animation
  #--------------------------------------------------------------------------
  def update_battler_animation
    return unless battler_animation?
    @battler_ani_duration -= 1
    if @battler_ani_duration % @ani_rate == 0
      if @battler_ani_duration > 0
        frame_index = @battler_animation.frame_max
        frame_index -= (@battler_ani_duration + @ani_rate - 1) / @ani_rate
        @last_frame = frame_index
        battler_animation_set_sprites(@battler_animation.frames[frame_index])
        @battler_animation.timings.each do |timing|
          battler_animation_process_timing(timing) if timing.frame == frame_index
        end
      else
        @battler_animation = nil
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● Set the animation sprites' coordinates
  #--------------------------------------------------------------------------
  def battler_animation_set_sprites(frame)
    cell_data = frame.cell_data
    @battler_ani_sprites.each_with_index do |sprite, i|
      next unless sprite
      pattern = cell_data[i, 0]
      if !pattern || pattern < 0
        sprite.visible = false
        next
      end
      sprite.bitmap = pattern < 100 ? @battler_ani_bitmap1 :
      @battler_ani_bitmap2
      sprite.visible = true
      sprite.src_rect.set(pattern % 5 * 192,
      pattern % 100 / 5 * 192, 192, 192)
      if @battler_mirror
        sprite.x = @battler_ani_ox - cell_data[i, 1]
        sprite.y = @battler_ani_oy + cell_data[i, 2]
        sprite.angle = (360 - cell_data[i, 4])
        sprite.mirror = (cell_data[i, 5] == 0)
      else
        sprite.x = @battler_ani_ox + cell_data[i, 1]
        sprite.y = @battler_ani_oy + cell_data[i, 2]
        sprite.angle = cell_data[i, 4]
        sprite.mirror = (cell_data[i, 5] == 1)
      end
      sprite.z = @battler.is_moving? ? self.z + 60 : self.z + i
      sprite.ox = 96
      sprite.oy = 96
      sprite.zoom_x = cell_data[i, 3] / 100.0
      sprite.zoom_y = cell_data[i, 3] / 100.0
      sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
      sprite.blend_type = cell_data[i, 7]
    end
  end
  #--------------------------------------------------------------------------
  # ● Plays sounds and flash effects
  #--------------------------------------------------------------------------
  def battler_animation_process_timing(timing)
    timing.se.play unless @battler_ani_duplicated
    case timing.flash_scope
    when 1
      self.flash(timing.flash_color, timing.flash_duration * @ani_rate)
    when 2
      if viewport && !@battler_ani_duplicated
        viewport.flash(timing.flash_color, timing.flash_duration * @ani_rate)
      end
    when 3
      self.flash(nil, timing.flash_duration * @ani_rate)
    end
  end
  #--------------------------------------------------------------------------
  # ● Determine which pose should be used right now
  #--------------------------------------------------------------------------
  def get_current_pose
    return unless @battler
    # Standing
    new_pose = @battler.animation_data(:stand)
    # Dead
    if @battler.dead?
      new_pose = @battler.animation_data(:dead)
    # Victory
    elsif @battler.is_a?(Game_Actor) && @battler.victory_pose
      new_pose = @battler.animation_data(:victory)
    # Moving toward target
    elsif @battler.is_moving? && @battler.movement_type == 0
      new_pose = @battler.animation_data(:move_f)
    # Moving back to initial position
    elsif @battler.is_moving? && @battler.movement_type == 1
      new_pose = @battler.animation_data(:move_b)
    # Guarding
    elsif @battler.guard?
      new_pose = @battler.animation_data(:guard)
    # Skill
    elsif @battler.skill_pose_active
      new_pose = @battler.skill_battler_anim(@battler.current_action.item.id)
    # Item
    elsif @battler.item_pose_active
      new_pose = @battler.item_battler_anim(@battler.current_action.item.id)
    # Being hit
    elsif @battler.result.hp_damage > 0 && @battler.result.added_states.size == 0
      new_pose = @battler.animation_data(:hit)
    elsif @battler.states.size > 0 || @battler.result.added_states.size > 0
      new_pose = @battler.animation_data(:stand)
      @battler.sort_states.each do |state|
        if @battler.state_battler_anim(state)
          new_pose = @battler.state_battler_anim(state)
          break
        end
      end
    elsif @battler.hp_rate < 0.5
      new_pose = @battler.animation_data(:danger)
    end
    # Saved pose
    @next_pose = nil unless @battler.skill_pose_active
    new_pose = @next_pose if @next_pose
    # Failsafe: use hit animation if no other one is found
    new_pose = @battler.animation_data(:hit) if new_pose.nil?
    # Failsafe: and in last resort, use standing anim
    new_pose = @battler.animation_data(:stand) if new_pose.nil?
    # Animation loops unless specified otherwise
    if @last_pose == new_pose
      @no_loop = !($data_animations[new_pose].name =~ /no[_|\s]loop/i).nil?
    end
    # Forces 1 loop for dual wielding animation
    if KRX::DUAL_WIELDING
    if @battler.dual_wield? && @battler.weapons.size == 2
      if @battler.current_action && @battler.current_action.item
        if @battler.current_action.item.id == @battler.attack_skill_id
          @start_dual_wielding = true unless @dual_wielding_done
          @no_loop = false unless @dual_wielding_done
        end
      end
    end; end
    # Manage wait flag
    fmax = $data_animations[new_pose].frame_max
    @banim_wait = !($data_animations[new_pose].name =~ /wait/i).nil?
    @banim_wait = false if @last_frame == fmax - 1 if @banim_wait
    if @last_frame == fmax - 1
      switch_to = $data_animations[new_pose].name.match(/To(\d+)/i)
      id = switch_to[1] if switch_to
      @next_pose = id.to_i if id
    end
    # Update animation
    if new_pose != @last_pose
      @last_pose = new_pose
      @battler_animation = nil
      @no_loop = false
      @start_dual_wielding = false
      @dual_wielding_done = false
    end
    new_pose
  end
  #--------------------------------------------------------------------------
  # ● Performs the collapse effect
  #--------------------------------------------------------------------------
  alias_method(:krx_aniB_sb_uc, :update_collapse)
  def update_collapse
    krx_aniB_sb_uc
    @battler_ani_sprites.each do |spr|
      spr.blend_type = 1
      spr.color.set(255, 128, 128, 128)
      spr.opacity = 256 - (48 - @effect_duration) * 6
    end
  end
  #--------------------------------------------------------------------------
  # ● Performs the boss collapse effect
  #--------------------------------------------------------------------------
  def update_boss_collapse
    @effect_duration = @battler_ani_duration
  end
  #--------------------------------------------------------------------------
  # ● Mimics the flash effect
  #--------------------------------------------------------------------------
  def flash(color, duration)
    @flash_color = color.dup
    @flash_duration = duration
  end
end

# Ignore in YEA Battle Engine

unless $imported["YEA-BattleEngine"]
#==============================================================================
# ■ Window_BattleEnemy
#==============================================================================

class Window_BattleEnemy < Window_Selectable
  #--------------------------------------------------------------------------
  # ● Frame Update
  #--------------------------------------------------------------------------
  alias_method(:krx_aniB_wbe_update, :update)
  def update
    enemy.sprite_effect_type = :whiten if active
    krx_aniB_wbe_update
  end
end
 
end

# End of YEA Battle Engine check

# Flash Selected Enemy compat.

if $imported[:"FlashSelectedEnemy 1.0.0"]
#==============================================================================
# ■ Window_BattleEnemy
#==============================================================================

class Window_BattleEnemy < Window_Selectable
  #--------------------------------------------------------------------------
  # ● Frame Update
  #--------------------------------------------------------------------------
  def update
    super
  end
end
 
end

# End of Flash Selected Enemy check

#==============================================================================
# ■ Window_BattleActor
#==============================================================================

class Window_BattleActor < Window_BattleStatus
  #--------------------------------------------------------------------------
  # ● Frame Update
  #--------------------------------------------------------------------------
  alias_method(:krx_aniB_wba_update, :update)
  def update
    $game_party.battle_members[index].sprite_effect_type = :whiten if active
    krx_aniB_wba_update
  end
end

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ● Execute the action previously selected
  #--------------------------------------------------------------------------
  alias_method(:krx_aniB_sb_ea, :execute_action)
  def execute_action
    move_to_target
    if @subject.current_action.item.is_a?(RPG::Skill)
      @subject.skill_pose_active = true
      wait_for_animation
    elsif @subject.current_action.item.is_a?(RPG::Item)
      @subject.item_pose_active = true
    end
    krx_aniB_sb_ea
    move_back_to_pos
  end
  #--------------------------------------------------------------------------
  # ● Moves the battler towards the target
  #--------------------------------------------------------------------------
  def move_to_target
    @subject.movement_type = 2
    return unless @subject.current_action.item.move_to_target
    target = @subject.current_action.make_targets.compact[0]
    ctx =  @subject.screen_x > target.screen_x ? 96 : -96
    cty = KRX::MOVEMENT_Y_OFFSET * @subject.current_action.item.move_direction
    @subject.x_destination = target.screen_x + ctx
    @subject.y_destination = target.screen_y + cty
    @subject.movement_type = 0
    update_basic while @subject.is_moving?
  end
  #--------------------------------------------------------------------------
  # ● Moves the battler back to where they started
  #--------------------------------------------------------------------------
  def move_back_to_pos
    return unless @subject.movement_type == 0
    @subject.x_destination = @subject.screen_x
    @subject.y_destination = @subject.screen_y
    @subject.movement_type = 1
    update_basic while @subject.is_moving?
  end
  #--------------------------------------------------------------------------
  # ● Use a Banish skill
  #--------------------------------------------------------------------------
  if $imported['KRX-BanishSkills']
  def use_banish_skill(target, orig_item, skill_id)
    @log_window.display_use_item(@subject, orig_item)
    @subject.use_item(orig_item)
    @log_window.display_banish(orig_item, target)
    item = $data_skills[skill_id]
    @log_window.display_use_item(target, item)
    target.actions << Game_Action.new(self)
    target.current_action.set_skill(item.id)
    target.skill_pose_active = true
    wait_for_animation
    target.use_item(item)
    target.remove_banish_state
    refresh_status
    show_animation([@subject], item.animation_id)
    item.repeats.times do
      @subject.item_apply(target, item)
      refresh_status
      @log_window.display_action_results(@subject, item)
    end
    target.skill_pose_active = false
    target.actions.clear
  end; end
end

if $imported["YES-BattleSymphony"]
#===========================================================================
# ■ Spriteset_Battle
#===========================================================================
class Spriteset_Battle  
  #--------------------------------------------------------------------------
  def update_actors
    @actor_sprites.each_with_index do |sprite, i|
      party_member = $game_party.battle_members[i]
      if party_member != sprite.battler
        sprite.battler = $game_party.battle_members[i]
        #---
        if party_member
          party_member.reset_position
          party_member.correct_origin_position
          party_member.break_pose if party_member.dead?
        end
      end
      sprite.update
    end
  end
end
#===========================================================================
# ■ Game_Actor
#===========================================================================
class Game_Actor
  #--------------------------------------------------------------------------
  def use_charset?
    return false
  end
end
end
 

Kaimi

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Thank you. However I ran into a following message error while trying it out (it might be because I haven't assigned all battle sprites yet, but I somehow doubt it):

"Script 'Kread-EX_AnimatedBattlers' line 947: TypeError occured.
no implicit conversion from nil to integer"

Line 947 is:
@no_loop = !($data_animations[new_pose].name =~ /no[_|\s]loop/i).nil?​
 

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