10-10-2018, 03:45 AM
Okay... I still didn't touch the five battle-systems by Trickster.... yet. However, I did have to spend some time with two fairly good sized demos.
The RTAB demo I have includes over a dozen different scripts and systems other than Animated Battlers and the RTAB battle-system itself. Oh, it's been a while since I tried the demo, and didn't remember how to configure some of the custom scripts. One requires that you alter the flash effect of battle animations for extra damage options. Another required a special setting that needed to be turned on as the author didn't know how to detect RTAB. And ... wow, I think I need to replace the 10+ year old copy of Limit Break with the new one I just updated.
And for those who think the camera system in RTAB makes a mess of Animated Battler's sideview system... AnimBat will now automatically turn the camera system off. It knows how, and this feature will not interfere with Animated Battlers working with the Golden Sun system.
Sorry.... RTAB and Shockwave's Golden Sun system are incompatible as both use a 'camera' variable within Scene_Battle. And Golden Sun has its own aliases within Scene_Battle incompatible with RTAB.
After that, I decided to venture into the realm of another expertly packed battle-system that uses Animated Battlers for its visual effects. And trust me, this one is packed and visually appealing. The actual code of this battle-system does access the configuration values within Animated Battlers, so my current changes will not work with his demo... not unless the demo itself is altered.
Fortunately, he is still active and I know exactly what needs altering. Heck, it's just two configuration values he accessed.
Now for questions.......
It has been over a decade since Minkoff had last touched Animated Battlers. To be specific, June 2006 (I still have a copy of the original demo). Since latter 2006, I had been the custodian. And when I last talked to Minkoff, he laughed that I still kept his name attached to the demo for all these years. That was in 2010. And Animated Battlers' code is now totally different from the original, the names of a couple methods notwithstanding.
So... Does anyone have any thoughts on a new 'NAME' for Animated Battlers?
And while I am currently having all configuration values stored within a 'Minkoff' module (like below), any thoughts for a different name for the module?
The RTAB demo I have includes over a dozen different scripts and systems other than Animated Battlers and the RTAB battle-system itself. Oh, it's been a while since I tried the demo, and didn't remember how to configure some of the custom scripts. One requires that you alter the flash effect of battle animations for extra damage options. Another required a special setting that needed to be turned on as the author didn't know how to detect RTAB. And ... wow, I think I need to replace the 10+ year old copy of Limit Break with the new one I just updated.
And for those who think the camera system in RTAB makes a mess of Animated Battler's sideview system... AnimBat will now automatically turn the camera system off. It knows how, and this feature will not interfere with Animated Battlers working with the Golden Sun system.
Sorry.... RTAB and Shockwave's Golden Sun system are incompatible as both use a 'camera' variable within Scene_Battle. And Golden Sun has its own aliases within Scene_Battle incompatible with RTAB.
After that, I decided to venture into the realm of another expertly packed battle-system that uses Animated Battlers for its visual effects. And trust me, this one is packed and visually appealing. The actual code of this battle-system does access the configuration values within Animated Battlers, so my current changes will not work with his demo... not unless the demo itself is altered.
Fortunately, he is still active and I know exactly what needs altering. Heck, it's just two configuration values he accessed.
Now for questions.......
It has been over a decade since Minkoff had last touched Animated Battlers. To be specific, June 2006 (I still have a copy of the original demo). Since latter 2006, I had been the custodian. And when I last talked to Minkoff, he laughed that I still kept his name attached to the demo for all these years. That was in 2010. And Animated Battlers' code is now totally different from the original, the names of a couple methods notwithstanding.
So... Does anyone have any thoughts on a new 'NAME' for Animated Battlers?
And while I am currently having all configuration values stored within a 'Minkoff' module (like below), any thoughts for a different name for the module?
Code:
module Minkoff
#==========================================================================
# HASH ARRAY INITIALIZATION: DO NOT TOUCH
#==========================================================================
POSES, FRAMES, SPEED, RUSH_SPEED, LOW_HP_PERCENT = {}, {}, {}, {}, {}
#==========================================================================
#==========================================================================
# **** GENERAL CONTROLS **** #
#==========================================================================
# * 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 = [3] # Ids of enemies using default battlers
DEFAULT_ACTOR_ID = [1] # Ids of actors using default battlers
DEFAULT_COLLAPSE_ACTOR = false # If true, restores the old 'red fade'
DEFAULT_COLLAPSE_ENEMY = false # collapse effect (using spritesheets)
# * Animation Frames and Animation Speed
#--------------------------------------------------------------------------
#
SPEED[0] = 4 # Animation speed per frame (1-9, 1=slowest)
SPEED[7] = 3 # Gloria's animation speed is slower
RUSH_SPEED[0] = 1.5 # Melee/Skill/Item motion speed
RUSH_SPEED[2] = 0.75 # Basil runs slowly
RUSH_SPEED[-1] = 2.0 # Ghosts move fast
POSES[0] = 11 # Number of poses (stances) in the template
POSES[-1] = 4 # Ghost has 4 poses
POSES[2] = 4 # Basil has 4 poses
FRAMES[0] = 4 # Maximum number of frames in each pose
(etc).....