- Joined
- May 16, 2020
- Messages
- 187
- Reaction score
- 6
- First Language
- English
- Primarily Uses
- RMXP
i found this script called Critical Animations made by MobiusXVI
and i think it needs some improvements
first, the animation will play when the actor is GOING to land a crit.
like in Persona 3/4/5 where the cut-in plays where they all like: A-HA! *cut-in plays* and then *lands a crit*
second, make this script have a seperate customization where
curtain enemies have a cut-in animation when landing a crit.
third, when an actor (or an enemy) exploits a weakness, there will be a 25% or 33% chance that the cut-in will play.
again, I DID NOT made this script i found it within the forums and it's actually made by @MobiusXVI
Ruby:
#===============================================================================
# Mobius' Critical Animations
# Author: Mobius XVI
# Version: 1.0
# Date: 3 JAN 2019
#===============================================================================
#
# Introduction:
#
# This script allows you to add custom animations that trigger on critical hits.
#
# Instructions:
#
# - Place this script below all the default scripts but above main.
#
# - The customization section below has additional instructions on
# how to set up.
#
# Issues/Bugs/Possible Bugs:
#
# - None
#
# Credits/Thanks:
# - Mobius XVI, author
# - MollyAvast, for requesting it
#
# License
#
# This script is available in its entirety for commercial and non-commercial
# use. View the specific license terms below.
#
# The portions of this script written by me is licensed under the MIT License:
#
# The MIT License (MIT)
#
# Copyright (c) 2018 darmes
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
#
# Further, if you do decide to use this script in a commercial product,
# I'd ask that you let me know via a forum post or a PM. Thanks.
#
#==============================================================================
# ** CUSTOMIZATION START
#==============================================================================
module Mobius
module Critical_Animations
# ACTOR ANIMATION IDs #
ACTOR_ANIMATION_IDS = {
# Actor 1 => [ Possible animation IDs in the database],
1 => [98,99,100],
# Actor # => [ID1,ID2,ID3],
2 => [100],
# Start with actor_id then make this symbol '=>' then put an opening
# square bracket '[' then all the IDs for animations that you want
# separate IDs with commas ','. Finish with a closing square bracket ']'
# Lastly, place another comma after the square bracket.
}
ACTOR_ANIMATION_IDS.default = 0
end
end
#==============================================================================
# ** CUSTOMIZATION END
#------------------------------------------------------------------------------
# ** EDIT BELOW THIS LINE AT OWN RISK!!!
#==============================================================================
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
# Create Alias
alias mobius_update_phase4_step4 update_phase4_step4
#--------------------------------------------------------------------------
# * Frame Update (main phase step 4 : animation for target)
#--------------------------------------------------------------------------
def update_phase4_step4
# init critical flag to false
crit_flag = false
# check all possible targets for critical hits
for target in @target_battlers
# if critical hit occurred
if target.critical
# set flag and exit loop early
crit_flag = true
break
end
end
# if critical hit occurred
if crit_flag and @active_battler.is_a?(Game_Actor)
# Set animation id
animation_id_array = Mobius::Critical_Animations::ACTOR_ANIMATION_IDS[@active_battler.id]
@active_battler.animation_id = animation_id_array[rand(animation_id_array.size)]
@active_battler.animation_hit = true
end
# call original method
mobius_update_phase4_step4
end
end
first, the animation will play when the actor is GOING to land a crit.
like in Persona 3/4/5 where the cut-in plays where they all like: A-HA! *cut-in plays* and then *lands a crit*
second, make this script have a seperate customization where
curtain enemies have a cut-in animation when landing a crit.
third, when an actor (or an enemy) exploits a weakness, there will be a 25% or 33% chance that the cut-in will play.
again, I DID NOT made this script i found it within the forums and it's actually made by @MobiusXVI

