VXACE Idle animations for enemy sprites?

Discussion in 'RGSS3 Script Requests' started by Diarist, Apr 13, 2019.

  1. Diarist

    Diarist Small and bitter. Veteran

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    First Language:
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    Primarily Uses:
    RMVXA
    Hi there. I wanted to know if basic idle animations for enemies were a possibility in VXace, either with a script or what have you. Essentially, very short animated gif as the enemy sprite. I really do not want static images for the few encounters there will be. Would like to know if this is possible in VXAce or if I'm gonna have to move to MV which I'd really rather not have to do for monetary reasons and because I'm positive the other scripts I would need don't even exist for it.

    Edit: Just realized this should have been posted in the actual VXAce subforum. My bad. If this could be moved that'd be appreciated.
     
    #1
  2. Ebanyle

    Ebanyle Veteran Veteran

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    Location:
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    First Language:
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    Primarily Uses:
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    edit: my bad, i misread the topic x.x
    I'll see if I can find anything

    Here it is:

    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)
    #------------------------------------------------------------------------------
    =begin
    <animation_block>
    Always start the tag settings with this.
    
    standing: n
    Set the idle animation to n (n being the animation ID in the database).
    
    danger: n
    Set the danger animation (HP > 50%) to n.
    
    hit: n
    Set the hit animation to n.
    
    dead: n
    Set the dead animation to n. Enemies always collapse once dead, so they don’t need it. For bosses enemies, see the Boss Collapsing section.
    
    victory: n
    Set the victory pose animation to n. Actors only.
    
    item_default: n
    Set the default animation played for item use. Overwritten by individual item settings.
    
    skill_default: n
    Set the default animation played for skill use. Overwritten by individual skill settings.
    
    move_f: n
    Set the animation played when the active battler moves towards their target.
    
    move_b: n
    Set the animation played when the active battler goes back to their initial location.
    
    guard: n
    Set the animation played when the active battler guards.
    
    mirror
    If this tag is present, the animations will all be flipped horizontally.
    
    </animation_block>
    Must end the settings.
    
    There are two additional tags used for item and skill settings.
    skill: skill_id, anim_id, skill_id, anim_id...
    If two battlers have the same skill, you don’t have to duplicate the skill. Instead you use this tag on actors and/or enemies to associate an animation ID to a skill ID.
    
    item: item_id, anim_id, item_id, anim_id...
    Same as above, but with items.
    
    Note: Multiple lines are not supported but you can write the same tag again like this:
    <skill: 36, 158, 76, 134, 99, 200>
    <skill: 1, 159, 34, 121, 76, 206>
    
    Tagging your skills and items
    Two tags are available for skills and items alike:
    <anim_id: n>
    This is the default animation ID for the skill/item. It will be overwritten by actor and enemy tags.
    
    <move_to_target>
    This tag indicates that the battler will approach their target before using the item or the skill.
    
    Additional settings
    Two additional settings can be found within the script itself.
    ACTOR_POSITIONS = [[400, 300], [460, 320], [520, 340], [580, 360]]
    Indicates the coordinates of every actor on the screen. Default settings optimized for four-sized party and 640×480 resolution. There’s no miracle setting: experiment and keep what you prefer.
    
    VICTORY_DELAY = 30
    The number of frames the victory pose keeps being played.
    
    Boss Collapsing
    The special boss collapse feature doesn’t work the same way as before. It now enables the dead tag for the enemies as well. You can make any kind of death animation you like.
    
    Animation Linking
    You can play animations successively by putting a ToXXX marker in the first animation’s name, where XXX is the ID of the second animation. Currently only works for skills.
    =end
    
    ($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
     
    Last edited: Apr 13, 2019
    #2
  3. slimmmeiske2

    slimmmeiske2 Little Red Riding Hood Moderator

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    If you notice a thread needs to be moved, please Report your post, so us moderators can see it more easily.

    I've moved this thread to VXAce Support. Please be sure to post your threads in the correct forum next time. Thank you.

     
    #3
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  4. Kes

    Kes Global Moderators Global Mod

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    Sorry, still the wrong forum.

    I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.

     
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