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A sweet animated script

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Here's an awesome Animated CBS by Minkoff:

[code]#------------------------------------------------------------------------------#  Animated Battlers by Minkoff#  Enhancements by DerVVulfman        #  Low percentage and Status Poses #     Concept & Base coding by Twin Matrix#  Hero & Enemy z.depth concept by Min-Chan and Caldaron ( totally redone :) )#  Collapse stack-error found by JirbyTaylor(fixed) / Code by SephirothSpawn#============================================================================== ##  INTRODUCTION:##  This script is not a battlesystem but a graphic overlay system that can con-#  vert a frontview 'Strategy'  battlesystem into a Sideview battlesystem.   It#  has gone through a number of changes over the months that I have put my spin#  on the system, originally coded by Minkoff himself.##  As of now, this system works  with the default battlesystem, the RTAB system#  by Cogwheel, ParaDog's ATB, XRXS's system,  and a number of systems designed#  by Trickster.##  Again,  this system  changes the  'graphic'  overlay system  and is meant to #  change the battlers  and battler's startup positions  for a sideview system.#  It is not meant  to alter  anything else,  including combat values,  defense#  levels, or any other graphics other than those related to the battlers them-#  selves.##  #============================================================================== ##   ADDITIONAL CALLS AVAILABLE PRIOR TO COMBAT:##------------------------------------------------------------------------------#  SIDEVIEW MIRROR:     This value switches  the positions  of both enemies and#                       heroes to opposite ends of the screen.##   Script : $sideview_mirror = [number]#   number : a value indicating whether the hero & enemy positions are switched#            0 = Default:  Enemies on the left, Heroes on the right#            1 = Switched: Heroes on the left, Enemies on the right##------------------------------------------------------------------------------#  BATTLER FORMATIONS:  This value changes the way your heroes line up when the#                       battle starts.##   Script : $formation_style = [number]#   number : a value indicating the type of formation your heroes will use#            0 = Diagonal (Default)    4 = Column Pattern 1#            1 = Diagonal Pattern 2    5 = Column Pattern 2#            2 = Slanted Pattern 1     6 = Wave Formation 1#            3 = Slanted Pattern 2     7 = Wave Formation 2 ##            8 = Randomized (system will choose from 0 to 7)##------------------------------------------------------------------------------ #  FORMATION OPTIONS:   These values  may expand your system  to go beyond the#                       default four player system.##   Script : $formation_max_member = [number]#   number : A value indicating the maximum number of members in your party.#             (default = 4)#             #   Script : $formation_max_height = [number]#   number : A value indicating (in pixels) the top height of your party shown#            in the Battle Screen.  The higher the number, the lower the party#            on the screen. (default = 220)##   Script : $formation_max_width  = [number]#   number : The left/right width of the party's formation.  (default = 128)##   Script : $battlestatus_height = [number]#   number : The actual height of your battlestatus window. (default = 160)##  NOTE: The combined $formation_max_height and $battlestatus_height determines#        the vertical distance between battlers in their formation.##============================================================================== # Things added since original version by Minkoff:#   Can reverse the battler positions#   Editable spritesheet layout in script#   Able to define total/max frames per pose#   Can define individual # of frames per each pose#   Can use 'red-out' RTP death or 'battler death' pose#   Can show battler falling before death.#   'Casting' pose now available for RTAB/Skill Timing users#   Can show battler celebrating before victory pose#   Can tag battlers who's victory pose loops indefinitely#   Can show actor battlers get ready before battle starts.#   Separate poses for 'skills', 'items' or 'weapons' based on their id#   Can allow the battlers to step forward before using items & skills (FFVII+)#   Attacking battlers rush towards their targets while item & skill users don't#   Certain weapons can force the battler NOT to move#   Certain items & skills can force battlers to 'rush' the enemy#   Certain skills or items can force movement to the center of the screen#   Stationary enemies. In case enemies do NOT move when they attack.#   Adjustable 'low health' checker. Set your low health to 25%... 30%... 10%...#   Poses now available for status ailments#   Dead revert to 'victory' pose bug fixed.#   Default battlers now available for actors and/or enemies#   Default battlers now usable by ID number (had to rewrite red-out for that)#   Escaping Enemies bug found by SteveE22.  Fixed just as fast.#   Hero Formations (total of 8 hardwired -& 1 random- ... add at your own risk)#   Z-Depth for attack overlapping purposes#   Corrected attack overlap offset routine.  Overlap now based on battler size#   Certain skills and items can now prevent movement#   Can allow battlers to take step forward before performing 'attack' pose.(FF)#   Certain weapons can move battlers to center screen instead of a full move.#   Escaping Enemies can now have a pose before disappearing (was a rush pose)#   Redesigned Scene_Battle's movement routine#   Added pose for Critical Hits#   Added the enemy's hash for frame number based on poses#   Added the actor's hash for frame number based on poses#   Re-Tooled the formations to go beyond the default four party system#   Minor value added for compatability with Delissa's Battle Cry script#   Default Collapse Stack-Error fixed(code by SephirothSpawn) found JirbyTaylor#   Removed dependancy on $game_system for the Sideview Mirror system#   Fixed the 'Blocking during Victory State' bug discovered by Kaze950#   Battler tones now adapt to the background tones, requested by doom900#   Fixed changing battler/battler system.  Include fade-in switch req by Neonyo#   Set individual Actors/Enemies that phase on an attack#   Translucent battlers... a personal desire for ghosts you can see through!#   Adjustable opacity for translucent battlers... can't forget that.#   Includes an Adaptation Switch for use with RTAB's Connected Attacking script#   #   45 counted.#==============================================================================# ** Sprite_Battler#------------------------------------------------------------------------------#  This sprite is used to display the battler.It observes the Game_Character#  class and automatically changes sprite conditions.#==============================================================================class Sprite_Battler < RPG::Sprite    attr_accessor :battler_offset         # Degree of action forcing    attr_accessor :skill_used             # Degree of action forcing    attr_accessor :item_used              # Degree of action forcing      #--------------------------------------------------------------------------  # * Initialize  #--------------------------------------------------------------------------  alias cbs_initialize initialize   def initialize(viewport, battler = nil)    # * Configuration System *        # * Default Battler Style Switches    #--------------------------------------------------------------------------            $default_enemy = false              # If true, these switches allows the use    $default_actor = false              # of default battlers for actors/enemies    $default_enemy_id = [6]             # Ids of enemies using default battlers    $default_actor_id = []              # Ids of actors using default battlers    @default_collapse_actor   = false   # If true, restores the old 'red fade'    @default_collapse_enemy   = true    #   collapse effect (using spritesheets)            # * Animation Frames and Animation Speed    #--------------------------------------------------------------------------        @speed              = 4      # Framerate speed of the battlers    @poses              = 11     # Maximum # of poses (stances) in the template    @frames             = 4      # Maximum # of frames in each pose    @frames_standard    = 4      # Standard # of frames played in each pose.    @low_hp_percentage  = 0.25   # Determines health% of battler for WOOZY pose.        # * Poses Control     #--------------------------------------------------------------------------            # Editable Template (Some people wanted to change their template design)    $p1   =   0   # Sets the 'Ready Pose'  ($p1) to be pose  #1 in your template    $p2   =   1   # Sets the 'Struck Pose' ($p2) to be pose  #2 in your template    $p3   =   2   # Sets the 'Woozy Pose'  ($p3) to be pose  #3 in your template    $p4   =   3   # Sets the 'Block Pose'  ($p4) to be pose  #4 in your template    $p5   =   4   # Sets the 'Charge Pose' ($p5) to be pose  #5 in your template    $p6   =   5   # Sets the 'Retreat Pose'($p6) to be pose  #6 in your template    $p7   =   6   # Sets the 'Attack Pose' ($p7) to be pose  #7 in your template    $p8   =   7   # Sets the 'Item Pose'   ($p8) to be pose  #8 in your template    $p9   =   8   # Sets the 'Skill Pose'  ($p9) to be pose  #9 in your template    $p10  =   9   # Sets the 'Victory Pose'($p10)to be pose #10 in your template    $p11  =  10   # Sets the 'Defeat Pose' ($p11)to be pose #11 in your template    # Non-Default Poses (can expand beyond the default 11 poses here)    @poses_setup         = nil         # Choose animation pose for 'preparation'    @poses_casting       = nil         # Set casting pose to 'Block' for example    $poses_escaping      = nil         # Set 'coward' pose for fleeing monsters)        $poses_critical      = nil         # Set 'critical' hit pose for BIG hits.    @poses_dying         = nil         # Choose animation pose for dying throws.    @poses_winning       = nil         # Set winning dance to 'block' for examp.    @poses_winning_loops = [7]         # Set victory non-freezing actor as #7    # Non-Default Pose Hashes (poses dependant on .id values)    @poses_status  = {3 => 2, 4 => 3}  # Default: #3(Venom)&#4(Dazzle) is 'Woozy'    $poses_skills  = {57 => 6}         # Default: #57(Cross Cut) does 'Attack'    $poses_items   = {13 => 3}         # Default: #13(Sharp Stone) does 'Block'    $poses_weapons = {}                # Didn't set any weapons to any poses        # * Frames Control     #--------------------------------------------------------------------------        @frames_per_pose    = {0 => 2}            # Set #of frames to pose(by index)    # Advanced Individual Pose/Frame Hashes   # Advanced Individual Poses  uses                                              # hashes within hashes. As a demo     $poses_actor = {7 => {0 => 4}}            # you can see that enemy #1 has 2    $poses_enemy = {1 => {0 => 2, 3 => 2}}    # sets of controls:  index 0 (for                                              # a ready pose is set to 1 frame,    # while index 3 (block) is set to 'two' frames.   Likewise, for the actor's    # hash, Actor #7 (Gloria) has only 1 control hash.   It sets index pose '0'     # (the ready pose again) to use four frames of animation (even though I had    # set the ready pose to just use '2' with the @frames_per_pose hash earlier.            # Individual Battler Settings    @mirror_enemies     = true     # Enemy battlers use reversed image    @stationary_enemies = false    # If the enemies don't move while attacking    @stationary_actors  = false    # If the actors don't move while attacking    @calculate_speed    = false    # System calculates a mean/average speed        # Transparency Settings    @translucency       = 127      # Degree of transparency    @translucent_actor  = [1]      # ID of actor at translucency settings    @translucent_enemy  = [1]      # ID of enemy at translucency settings    @phasing            = false    # If battlers fade in/out while charging    @phasing_actor      = [1, 2]   # IDs of actors that fade in/out if charging    @phasing_enemy      =
  •       # IDs of enemies that fade in/out if charging    @fade_in            = true     # Battler fades in if replaced or transparent            # * Movement Settings (Step-Forward / Final Fantasy-Style)    #--------------------------------------------------------------------------        $rush_offset        = 0        # How much additional space between battlers    $rush_attack        = false    # If true, battler steps forward to attack    $rush_skill         = true     # If true, battler steps forward to use skill    $rush_item          = true     # If true, battler steps forward to use item            # * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement)    #--------------------------------------------------------------------------        $moving_item_atk    = [1]     # Examples are items that need to be applied.    $moving_skill_atk   = [57,61] # Examples are martial-arts and sneak attacks    $move2center_atk    = []      # Moves battler to center based on weapon id!    $move2center_item   = [5]     # Moves battler to center for a big item atk!    $move2center_skill  = [7]     # Moves battler to center for a big skill atk!        # * Stationary Arrays (Arrays for skill/weapon/item IDs that halt movement)     #--------------------------------------------------------------------------        # Array that holds the id # of skills, items or weapons that affect movement    $stationary_enemyid = []       # Enemies that don't RUN during melee attacks    @stationary_weapons = [17,18,19,20,21,22,23,24] # (examples are bows & guns)    @stationary_skills  = []       # (examples are bows & guns)    @stationary_items   = []       # (examples are bows & guns)        # Adaptation Switches    $RTAB_Connected_Attacking = false  # Needed to be on if RTAB and Con. Attk.        # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -         # DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING    @frame, @pose = 0, 0    @last_time = 0    @last_move_time = 0    @battler_offset = 0    @skill_used = 0    @item_used = 0    $casted  = false    $casting = false    @dying   = true    @s_pose  = false    $victory = false    @winning = true    cbs_initialize(viewport, battler)    viewport.z = 99    $formation = $formation_style    # Setting values called from EVENT scripts    $sv_mirror = $sideview_mirror    $sv_mirror = 0 if $sideview_mirror == nil    $max_member = $formation_max_member    $max_member = 4 if $formation_max_member == nil    $formation_top = $formation_max_height    $formation_top = 220 if $formation_max_height == nil    $formation_width = $formation_max_width    $formation_width = 128 if $formation_max_width == nil    $battlestat_height = $battlestatus_height    $battlestat_height = 160 if $battlestatus_height == nil    $formation = $formation_style    $formation = 0 if $formation_style == nil    # if Formation is random     if $formation == 8 then      $formation = rand(8).to_i    end  end  #--------------------------------------------------------------------------  # * Update  #--------------------------------------------------------------------------  alias cbs_update update  def update    return unless @battler    if @battler.battler_name != @battler_name      @started = false    end        # Regular Update    cbs_update    if @battler.is_a?(Game_Actor) and @battler_visible      if @translucent_actor.include?(@battler.id)        if $game_temp.battle_main_phase          self.opacity = @translucency        else          self.opacity = @translucency - 32        end      end    end        if @battler.is_a?(Game_Enemy) and @battler_visible      if @translucent_enemy.include?(@battler.id)        if $game_temp.battle_main_phase          self.opacity = @translucency        else          self.opacity = @translucency - 32        end      end    end    # Reset hash for Advanced Pose/Frames    pose_temp = {}    # Start Routine    unless @started            @pose = state            if @battler.is_a?(Game_Enemy)        if not $default_enemy          if $default_enemy_id == nil            # Set up Spritesheet Standards              @width = @width / @frames            @height = @height / @poses          else            if not $default_enemy_id.include?(@battler.id)              @width = @width / @frames              @height = @height / @poses            end          end        end      end        if @battler.is_a?(Game_Actor)         if not $default_actor          if $default_actor_id == nil            # Set up Spritesheet Standards              @width = @width / @frames            @height = @height / @poses          else            if not $default_actor_id.include?(@battler.id)              @width = @width / @frames              @height = @height / @poses            end          end        end      end            @battler_offset = @width * 0.75          @display_x = @battler.screen_x      @display_y = @battler.screen_y      @display_z = @battler.screen_z      @destination_x = @display_x      @destination_y = @display_y      @destination_z = @display_z      if @fade_in        self.opacity = 0      end      @started = true    end      # Cut Out Frame     # Enemy Battler Routine    if @battler.is_a?(Game_Enemy)      if $default_enemy        self.src_rect.set(@width * 0, @height * 0, @width, @height)      else        if $default_enemy_id !=nil          if $default_enemy_id.include?(@battler.id)            self.src_rect.set(@width * 0, @height * 0, @width, @height)          else            self.src_rect.set(@width * @frame, @height * @pose, @width, @height)          end        else          self.src_rect.set(@width * @frame, @height * @pose, @width, @height)        end      end    end        # Actor Battler Routine    if @battler.is_a?(Game_Actor)      if $default_actor        self.src_rect.set(@width * 0, @height * 0, @width, @height)      else        if $default_actor_id !=nil          if $default_actor_id.include?(@battler.id)            self.src_rect.set(@width * 0, @height * 0, @width, @height)          else            self.src_rect.set(@width * @frame, @height * @pose, @width, @height)          end        else          self.src_rect.set(@width * @frame, @height * @pose, @width, @height)        end      end    end       # Position Sprite     self.x = @display_x    self.y = @display_y    self.z = @display_z    self.ox = @width / 2    self.oy = @height        # Adjust sprite direction if facing the other way...    if $sv_mirror == 1      if @battler.is_a?(Game_Actor)        self.mirror = !!battler      else        if not @mirror_enemies          self.mirror = !!battler        end      end    else      if @battler.is_a?(Game_Enemy)        if @mirror_enemies          self.mirror = !!battler        end      end    end        # Setup Frames per Pose    poseframe = @frames_standard    poseframe = @frames_per_pose[@pose] if @frames_per_pose.include?(@pose)    # Set Advanced Poses for Actors    if @battler.is_a?(Game_Actor)      pose_temp = $poses_actor[@battler.id] if $poses_actor.include?(@battler.id)      poseframe = pose_temp[@pose] if pose_temp.include?(@pose)    end        # Set Advanced Poses for Enemies    if @battler.is_a?(Game_Enemy)      pose_temp = $poses_enemy[@battler.id] if $poses_enemy.include?(@battler.id)      poseframe = pose_temp[@pose] if pose_temp.include?(@pose)    end      # Setup Animation     time = Graphics.frame_count / (Graphics.frame_rate / @speed)    if @last_time < time      @frame = (@frame + 1) % poseframe      if @frame == 0        if @freeze          @frame = poseframe - 1          return        end        @pose = state      end    end    @last_time = time    # Setup Dying Animation    if @battler.dead?      if @dying == true        @pose = state        @dying = false      end    else      if @battler.is_a?(Game_Actor)        if @poses_setup != nil          if @s_pose == false            @pose = @poses_setup            @s_pose = true          end        end        if $victory == true          if @winning == true            @pose = state            @winning = false          end        end      end    end        # Move It    move if moving  end    #--------------------------------------------------------------------------   # * Current State  #--------------------------------------------------------------------------  def state        unless @battler.dead?      if @battler.is_a?(Game_Enemy) and @translucent_enemy.include?(@battler.id)        self.opacity = @translucency      end      if @battler.is_a?(Game_Actor) and @translucent_actor.include?(@battler.id)        self.opacity = @translucency      end    end        # Damage State    if [nil,{}].include?(@battler.damage)      # Battler Fine      @state = $p1      # Battler Wounded      @state = $p3 if @battler.hp < @battler.maxhp * @low_hp_percentage      # Battler Status-Effect      for i in @battler.states        @state = @poses_status if @poses_status.include?(i)      end      # If Battler Dead      if @battler.dead?         # If using default battlers or default collapse        if (@default_collapse_actor and @battler.is_a?(Game_Actor)) or          (@default_collapse_enemy and @battler.is_a?(Game_Enemy)) or          ($default_actor and @battler.is_a?(Game_Actor)) or          ($default_enemy and @battler.is_a?(Game_Enemy)) or          ($default_enemy_id.include?(@battler.id) and @battler.is_a?(Game_Enemy)) or          ($default_actor_id.include?(@battler.id) and @battler.is_a?(Game_Actor))          # Do absolutely nothing :)        else          # Use Poses system          if @poses_dying != nil            if @dying == true              @state = @poses_dying            else              @state = $p11            end          else            @state = $p11          end          # Fix Opacity          if @battler.is_a?(Game_Enemy)             if @translucent_enemy.include?(@battler.id)              self.opacity = @translucency            else              self.opacity = 255            end          else            if @translucent_actor.include?(@battler.id)              self.opacity = @translucency            else              self.opacity = 255                  end          end        end      end    end      # Casting State     if $casted      if @battler.rtp != 0        if @poses_casting != nil        @state = @poses_casting        end      end    end        # Victory State    if @battler.is_a?(Game_Actor)      if $victory        if @poses_winning != nil          if @winning == true            if not @battler.dead?              @state = @poses_winning            end          else            if not @battler.dead?            @state = $p10              if not @poses_winning_loops.include?(@battler.id)                @freeze = true              end            end          end        else          if not @battler.dead?            @state = $p10            if not @poses_winning_loops.include?(@battler.id)              @freeze = true            end          end        end              end    end        # Guarding State (not if dead OR in victory)    if not @battler.dead?      if not $victory        @state = $p4 if @battler.guarding?      end    end    # Moving State     if moving    # Adjust sprite direction if facing the other way...      if $sv_mirror == 1        # If enemy battler moving        if @battler.is_a?(Game_Enemy)           # Battler Moving Left          @state = $p5 if moving.eql?(0)          # Battler Moving Right          @state = $p6 if moving.eql?(1)        # Else actor battler moving        else          # Battler Moving Left          @state = $p6 if moving.eql?(0)          # Battler Moving Right          @state = $p5 if moving.eql?(1)        end      else              # If enemy battler moving        if @battler.is_a?(Game_Enemy)           # Battler Moving Left          @state = $p6 if moving.eql?(0)          # Battler Moving Right          @state = $p5 if moving.eql?(1)        # Else actor battler moving        else          # Battler Moving Left          @state = $p5 if moving.eql?(0)          # Battler Moving Right          @state = $p6 if moving.eql?(1)        end      end    end    # Return State    return @state  end    #--------------------------------------------------------------------------   # * Move  #--------------------------------------------------------------------------  def move    time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5))    if @last_move_time < time      # Pause for Animation      return if @pose != state        opa = 255        if @battler.is_a?(Game_Enemy) and @translucent_enemy.include?(@battler.id)          opa = @translucency        end        if @battler.is_a?(Game_Actor) and @translucent_actor.include?(@battler.id)          opa = @translucency        end            # Phasing      if @phasing        d1 = (@display_x - @original_x).abs        d2 = (@display_y - @original_y).abs        d3 = (@display_x - @destination_x).abs        d4 = (@display_y - @destination_y).abs        self.opacity = [opa - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max              end      # Phasing per Actor/Enemy      if @battler.is_a?(Game_Actor)        if @phasing_actor.include?(@battler.id)          d1 = (@display_x - @original_x).abs          d2 = (@display_y - @original_y).abs          d3 = (@display_x - @destination_x).abs          d4 = (@display_y - @destination_y).abs          self.opacity = [opa - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max        end      else              if @phasing_enemy.include?(@battler.id)          d1 = (@display_x - @original_x).abs          d2 = (@display_y - @original_y).abs          d3 = (@display_x - @destination_x).abs          d4 = (@display_y - @destination_y).abs          self.opacity = [opa - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max        end      end            # Calculate Difference      difference_x = (@display_x - @destination_x).abs      difference_y = (@display_y - @destination_y).abs      difference_z = (@display_z - @destination_z).abs        # Done? Reset, Stop      if [difference_x, difference_y].max.between?(0, 8)        @display_x = @destination_x        @display_y = @destination_y        @display_z = @destination_z        @pose = state        return      end            # Calculate Movement Increments      increment_x = increment_y = 1      if difference_x < difference_y        increment_x = 1.0 / (difference_y.to_f / difference_x)      elsif difference_y < difference_x        increment_y = 1.0 / (difference_x.to_f / difference_y)      end      increment_z = increment_y        # Calculate Movement Speed       if @calculate_speed        total = 0; $game_party.actors.each{ |actor| total += actor.agi }        speed = @battler.agi.to_f / (total / $game_party.actors.size)        increment_x *= speed        increment_y *= speed        increment_z *= speed      end            # Multiply and Move      multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8)      multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8)      multiplier_z = (@destination_z - @display_z > 0 ? 8 : -8)            @display_x += (increment_x * multiplier_x).to_i      @display_y += (increment_y * multiplier_y).to_i      @display_z += (increment_z * multiplier_z).to_i          end    @last_move_time = time  end    #--------------------------------------------------------------------------  # * Set Movement  #--------------------------------------------------------------------------  def setmove(destination_x, destination_y, destination_z)    unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or           (@battler.is_a?(Game_Actor) and @stationary_actors)      unless @stationary_weapons.include?(@battler.weapon_id) or             @stationary_skills.include?(@skill_used) or             @stationary_items.include?(@item_used)        @original_x = @display_x        @original_y = @display_y        @original_z = @display_z                  @destination_x = destination_x        @destination_y = destination_y        @destination_z = destination_z      end    end  end    #--------------------------------------------------------------------------   # * Movement Check  #--------------------------------------------------------------------------  def moving    if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)      return (@display_x > @destination_x ? 0 : 1)    end  end    #--------------------------------------------------------------------------  # * Set Pose  #--------------------------------------------------------------------------  def pose=(pose)    @pose = pose    @frame = 0  end    #--------------------------------------------------------------------------  # * Freeze  #--------------------------------------------------------------------------  def freeze    @freeze = true  end    #--------------------------------------------------------------------------   # * Fallen Pose  #--------------------------------------------------------------------------  if @derv_anim_bat_stack.nil?    @derv_anim_bat_stack = true    alias cbs_collapse collapse    def collapse      if @default_collapse_enemy        cbs_collapse if @battler.is_a?(Game_Enemy)      end      if @default_collapse_actor        cbs_collapse if @battler.is_a?(Game_Actor)      end      if $default_enemy        cbs_collapse if @battler.is_a?(Game_Enemy)      end      if $default_actor        cbs_collapse if @battler.is_a?(Game_Actor)      end      if $default_enemy_id != nil        if $default_enemy_id.include?(@battler.id)          cbs_collapse if @battler.is_a?(Game_Enemy)        end      end      if $defend_actor.id != nil        if $default_actor_id.include?(@battler.id)          cbs_collapse if @battler.is_a?(Game_Actor)        end          end    end  endend    #============================================================================== # ** Game_System#------------------------------------------------------------------------------#  This class handles data surrounding the system. Backround music, etc.#  is managed here as well. Refer to "$game_system" for the instance of #  this class.#==============================================================================class Game_System  #--------------------------------------------------------------------------  # * Public Instance Variables  #--------------------------------------------------------------------------  attr_accessor   :sideview_mirror  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  alias initialize_cbs_customize initialize  def initialize    # Call original initialization process    initialize_cbs_customize    @sideview_mirror = 0  endend    #==============================================================================# ** Game_Actor#------------------------------------------------------------------------------#  This class handles the actor. It's used within the Game_Actors class#  ($game_actors) and refers to the Game_Party class ($game_party).#==============================================================================class Game_Actor  #--------------------------------------------------------------------------  # * Actor X Coordinate  #--------------------------------------------------------------------------  def screen_x    # Determine minimum horizontal space between battlers    x_spacer = $formation_width / $max_member    if self.index != nil      case $formation      when 0                                    # DIAGONAL PATTERN 1        if $sv_mirror == 1          return self.index * -x_spacer + (($max_member+1)*x_spacer) #202                else          return self.index * x_spacer + (640-(($max_member+1)*x_spacer))#450        end                when 1                                    # DIAGONAL PATTERN 2           if $sv_mirror == 1          return self.index * x_spacer + x_spacer #64                else          return self.index * -x_spacer + (640-x_spacer*2) #576        end              when 2                                    # 2-ROW SLANT        if $sv_mirror == 1          if self.index < ($max_member/2)            return self.index + (($max_member+1)*x_spacer) + (x_spacer * self.index)          else            return self.index + (x_spacer * self.index) - x_spacer * 0.5           end        else          if self.index < ($max_member/2)            return self.index + (640-(($max_member+1)* x_spacer)) + (-x_spacer * self.index)          else            return self.index + (640-((x_spacer*0.5)-x_spacer)) + (-x_spacer * self.index)          end        end      when 3                                    # 2 ROW - SLANT        if $sv_mirror == 1          if self.index < ($max_member/2)            return self.index + (x_spacer/2)+(($max_member+1)* x_spacer) + (-x_spacer * self.index)           else            return self.index + (($max_member+1)* x_spacer) + (-x_spacer * self.index)          end                else          if self.index < ($max_member/2)            return self.index + 442 + (x_spacer * self.index)           else            return self.index  + 430 + (x_spacer * self.index)          end                end      when 4                                    # Column Pattern 1               if $sv_mirror == 1          if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )            return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1))           else            return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index)          end                else          if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )            return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1))          else            return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index)          end                end      when 5                                    # Column Pattern 2        if $sv_mirror == 1          if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )            return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1))           else            return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index)          end                else          if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )            return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1))          else            return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index)          end             end      when 6                                    # Wave Formation 1        if $sv_mirror == 1          if self.index < ($max_member/2)            return 170          else            return  90          end                else          if self.index < ($max_member/2)            return 470          else            return 550          end                end      else                                      # Wave Formation 2        if $sv_mirror == 1          if self.index < ($max_member/2)            return 170          else            return  90          end                else          if self.index < ($max_member/2)            return 470          else            return 550          end                end      end    else      return 0    end  end  #--------------------------------------------------------------------------   # * Actor Y Coordinate  #--------------------------------------------------------------------------  def screen_y    # Determine minimum vertical space between battlers    y_spacer = (480 - $battlestat_height - $formation_top) / $max_member    if self.index != nil      case $formation      when 0        return self.index * (y_spacer*1.25) + $formation_top      when 1        return self.index * (y_spacer*1.25) + $formation_top      when 2        if self.index < ($max_member/2)          return $formation_top + ((y_spacer*2.5) * self.index)        else          return ($formation_top - (y_spacer*($max_member+1))) + ((y_spacer*2.5) * self.index) #was 60        end              when 3        if self.index < ($max_member/2)          return $formation_top + ((y_spacer*2.5) * self.index)        else          return ($formation_top - (y_spacer*($max_member+1))) + ((y_spacer*2.5) * self.index) # was 60        end      when 4        if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )                     return $formation_top + ($battlestat_height/2)        else          return $formation_top + ($battlestat_height/6)        end      when 5        if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )                     return $formation_top + ($battlestat_height/6)        else          return $formation_top + ($battlestat_height /2)        end      when 6         if self.index < ($max_member/2)          return $formation_top + (y_spacer * 2.5 * self.index)        else          return $formation_top + (y_spacer * 2.5 * ((self.index) - ($max_member/2)))        end        else        if self.index < ($max_member/2)          return $formation_top + (y_spacer*2.5*(($max_member/2)-1))+ (y_spacer * 2.5 * -self.index)        else          return $formation_top + (y_spacer*2.5*(($max_member/2)-1)) + (y_spacer * 2.5 * -((self.index) - ($max_member/2)))        end        end    end  end  #--------------------------------------------------------------------------  # * Actor Z Coordinate  #--------------------------------------------------------------------------  def screen_z    return screen_y  endend#==============================================================================# ** Game_Enemy#------------------------------------------------------------------------------#  This class handles enemies. It's used within the Game_Troop class#  ($game_troop).#==============================================================================class Game_Enemy < Game_Battler   def screen_x    if self.index != nil      if $sv_mirror == 1        return 640 - $data_troops[@troop_id].members[@member_index].x      else        return $data_troops[@troop_id].members[@member_index].x      end    end  endend    #==============================================================================# ** Scene_Battle #------------------------------------------------------------------------------ #  This class performs battle screen processing.#==============================================================================class Scene_Battle    #--------------------------------------------------------------------------  # * Make Skill Action Results (alias used to determine skill used)  #--------------------------------------------------------------------------  alias make_skill_action_result_anim make_skill_action_result  def make_skill_action_result(battler = @active_battler, plus_id = 0)    @rtab = !@target_battlers    if $RTAB_Connected_Attacking      make_skill_action_result_anim(battler, plus_id)    else      @rtab ? make_skill_action_result_anim(battler) : make_skill_action_result_anim    end    @skill_used = @skill.id  end    #--------------------------------------------------------------------------  # * Make Item Action Results (alias used to determine item used)  #--------------------------------------------------------------------------  alias make_item_action_result_anim make_item_action_result  def make_item_action_result(battler = @active_battler)    @rtab = !@target_battlers    @rtab ? make_item_action_result_anim(battler) : make_item_action_result_anim    @item_used = @item.id    @item_usage = @item.scope  end    #--------------------------------------------------------------------------   # * Frame Update (main phase step 1 : action preparation) (Casting Routine)  #--------------------------------------------------------------------------  alias update_phase4_step1_anim update_phase4_step1  def update_phase4_step1(battler = @active_battler)     @rtab = !@target_battlers    if $rtab_detected == true      update_phase4_step1_anim(battler)      if battler.current_action.kind == 1 and        (not battler.current_action.forcing or @force != 2)        if battler.rtp != 0              $casted = true        end      end    else      update_phase4_step1_anim    end  end    #--------------------------------------------------------------------------   # * Action Animation, Movement  #--------------------------------------------------------------------------  alias cbs_update_phase4_step3 update_phase4_step3  def update_phase4_step3(battler = @active_battler)    @rtab = !@target_battlers    target = (@rtab ? battler.target : @target_battlers)[0]    # If enemy is a default battler    if battler.is_a?(Game_Enemy)      if $default_enemy        if @rtab then battler.white_flash = true end        if @rtab then battler.wait = 10 end      end      if $default_enemy_id != nil        if $default_enemy_id.include?(@battler.id)          if @rtab then battler.white_flash = true end          if @rtab then battler.wait = 10 end        end       end            end    # If actor is a default battler    if battler.is_a?(Game_Actor)      if $default_actor        if @rtab then battler.white_flash = true end        if @rtab then battler.wait = 10 end      end      if $default_actor_id != nil        if $default_actor_id.include?(@battler.id)          if @rtab then battler.white_flash = true end          if @rtab then battler.wait = 10 end        end       end                    end    # Set values and poses based on Action     case battler.current_action.kind    when 0  # Attack      rush_type = $rush_attack      full_moving = true ; if rush_type; full_moving = false; end      if $move2center_atk.include?(battler.weapon_id); center_move=true ; end      if $stationary_enemyid.include?(battler.id) and battler.is_a?(Game_Enemy)        full_moving = false        center_move = false        rush_type = false      end      if battler.current_action.basic == 2        # If escaping, disable all movement        full_moving = false        center_move = false        rush_type = false              end      base_pose = $p7      base_pose = $poses_weapons[battler.weapon_id] if $poses_weapons.include?(battler.weapon_id)            if battler.current_action.basic == 2        base_pose = $poses_escaping if $poses_escaping != nil      end          when 1  # Skill      rush_type = $rush_skill      if $moving_skill_atk.include?(@skill_used) ; full_moving = true ; end      if $move2center_skill.include?(@skill_used) ; center_move = true ; end              base_pose = $p9      base_pose = $poses_skills[@skill_used] if $poses_skills.include?(@skill_used)    when 2  # Item      rush_type = $rush_item      if $moving_item_atk.include?(@item_used) or @item_scope == 1..2 ; full_moving = true ; end      if $move2center_item.include?(@item_used); center_move = true; end      base_pose = $p8      base_pose = $poses_items[@item_used] if $poses_items.include?(@item_used)    end    # Control Movement and use current pose     @moved = {} unless @moved    return if @spriteset.battler(battler).moving    if not (@moved[battler] or battler.guarding?)      offset = offset_value(battler)              if rush_type        # Steps forward        @spriteset.battler(battler).setmove(battler.screen_x - offset, battler.screen_y + 1, battler.screen_z)      end      if full_moving      # Runs to target        @spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y - 1, target.screen_z + 10)      end      if center_move      # Runs to center        @spriteset.battler(battler).setmove(320+(offset/4), battler.screen_y-1, battler.screen_z)      end      @moved[battler] = true      re
« Last Edit: January 19, 2007, 05:48:33 PM by blazinhandle »

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Please place it in code.


What is code?

Code: [Select]
This is code.

It can be broken if it isn't.

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Rep:
Level 88
Menu & Battle System Guru
Sorry about that, here's a link to it:

http://www.dubealex.com/asylum/index.php?showtopic=11827&st=0

I know its Creation Asylum (meeeeh) but it is a nice and useful script! Here's what I've done with it so far....

I just spent the last couple of hours editing some sprites with Idraw (is there a more useful program than this? sheesh) and here's what one character looks like:



Do you think it looks too small? I mean compared to the ones around it, it is tiny. Is there a way you can zoom or make it look bigger?

I want to make it so that each skill is an animation so I that there's more detail and zing. Lol here's what I'm working with:



And I'm pretty much trying to create something like this:

http://www.youtube.com/watch?v=ux8faA4kbD4


Any suggestions or criticisms? I'm horrible with spriting so some thoughts or even help would be nice.