“Leomorn Sword” uses the Sideview Battle System (SBS):
Original Script: Enu; Translation: Kylock; Translation Continued: Mr. Bubble; Special Thanks: Shu; Moonlight; NightWalker; Enelvon; Atoa; AlphaWhelp.
Addons:
Battle Face (Moogle Warrior) adds character face graphics to Window_BattleStatus.
Default Scope Options (Kylock; Mr. Bubble) reproduces some ‘Scope’ options for skills, such as “One Enemy Dual”, “One Random Enemy”, “2 Random Enemies” and “3 Random Enemies”;
Bow-Addon (Mr. Bubble) adds a smooth bow animation;
Critical Flash (Jens009) flashes the screen when dealing critical hits;
Enemy Animated Battlers (Kylock; Mr. Bubble), which allows to use animated battlers for enemies as well;
Zantetsuken (Zeoxis) adds the skill “Zantetsuken” (“Iron-Cutting Sword”) (vers. 1.1);
State Animation Sequence (Enu, Mr. Bubble, Hanzo Kimura; SoFresh85) shows animations according to Status, such as “Poison”, “Confusion”, “Paralysis”, “Blindness”, etc. (vers. 1.1);
OverDrive (KGC), which allows to add some skills that are available only when the OverDrive gauge is full (Upd. 2009/11/1, vers. 1.1);
Enemy Level Control (Yanfly) makes enemies adjust their stats according to the party’s level (vers. 1.1);
Different Ways to Die (BigEd781): some states will cause Game Over when they’re inflicted to the whole party;
Change Battle Background (Claimh) allows to use the current map as the battle background;
Battler SE (Rockleedude) adds sound effects to to play for actors and enemies during battle according to the actions that they take (vers. 1.1);
AutoBattle (Dargor): by selecting “Auto Battle” the system will automatically choose the actions of the turn;
Display Enemy Gauge;
Optional Battle Music (Sangdolem) allows to enable or disable music during combat;
Fade Battle End ME (Kylock), instead of playing the entire sound file.
“Leomorn Sword” uses the following scripts affecting abilities:
OverDrive (KGC), which allows to add some skills that are available only when the OverDrive gauge is full (Upd. 2009/11/1, vers. 1.1);
RateDamage (KGC), which lets you decide whether the damage caused by any skill has to be an integer or a percentage (vers. 1.1);
HP Skills (modern algebra) allows to assign an HP_Cost for skills, instead of an MP_Cost;
Item/Equipment/Skill Conditions (modern algebra) allows to set stats and/or level requirements for weapons, armor and skills;
Skill-Teaching Equipment & Items (modern algebra) allows items, weapons and armors to teach skills when used or equipped;
Learn Skills By Use & Show Skill Count (modern algebra) allow to have actors learn skills by using other skills, and to draw the number of times the actor has used a skill onto the Help Window when selecting skills;
Custom Damage Control (Yanfly) sets whether or not certain skill types can produce “criticals”, meaning that not only physical attacks can deal a critical hit (vers. 1.2);
MPCostAlter (KGC-TOMY, translated by Mr. Anonymous) turns the Mana cost specified in the Database into a percentage: it also makes this amount the real multiplier to determine the damage or the healing done when using the ability. It means that characters with higher values of Intellect, having more Mana Points, will suffer from higher costs of Mana to cast the same spells as others, but their spells will be more effective. (Higher Intellect > Higher Mana Points > Higher Mana Cost > Higher Damage/Healing) (vers. 1.3).
Equipment:
The “Equipment” screen has been replaced with Yanfly’s “Equipment Overhaul” (vers. 1.2). This script essentially redefines the way the equipment system works while keeping the core without rewriting too much. It also recalculates the stats applied through equipment by the order of operations properly. In addition to fixing the calculation regarding the order of operations, Yanfly’s “Equipment Overhaul” changes the equipment scene with a different layout and more efficient methods.
Status:
The “Status” screen has been replaced with Lettuce’s Stat Points Distribution System 1.71 (vers. 1.1). This script lets you distribute points onto your actor’s stats: points are earned leveling up, through a specific formula, and they can’t be assigned twice. It’s useful to contribute to the characters’ growth: however, all unused points will stagnate. I renamed these points “Talents”. The stats are: “Stamina”, “Intellect”, “Attack Power”, “ Defense”, “Mana Regen”, “Haste”, “Accuracy”, “Evasion” and “Critical Hit”.
Party/Arrange Party:
The following features are handled by Dargor’s “Custom Commands”, “Large Party” and “Party Changer” scripts: it is possible to change your party during combat; you can display an actor’s detailed status window when pressing Shift; actors in the reserve can get a percentage of the “EXP” earned in battle; “Party Changer” and “Arrange Party” are both available in the Main Menu.
Quest Journal:
It’s modern algebra’s “Quest Journal”. This script provides a graphical interface for viewing quest progress. (It is an objective-based quest log, meaning I could choose to reveal, conceal, complete, or fail any objective at any time). It shows which objectives are needed to complete each quest. The description is also very useful as a reminder.