01-18-2020, 04:44 AM
(This post was last modified: 01-18-2020, 04:46 AM by DerVVulfman.)
(01-16-2020, 08:40 AM)KDC Wrote: I think I might need a template for the Battlesystem, ACBS, in terms of Battler graphics, as I have no idea how I'm supposed to make one.....
Like my AnimBat!, ACBS can use default/static battlers, ccoa spritestrips and Spritesheet battlers like the Minkoff and Cybersam system. Ans assuming you do not go too far bonkers in making individual custom poses for each actor, there is a basic setup:
This is from lines 347 in the ACBS | Config 1 - Basic page
Code:
# Basic Poses
# if you don't wish to use any of these poses, leave the value = 1
Idle_Pose = 1 # Wait pose (Recomended never change, because it can cause funtion losses)
Hurt_Pose = 2 # Pose when Taking Damage(Recomended never change, because it can cause funtion losses)
Danger_Pose = 3 # Idle pose when HP is low
Defense_Pose = 4 # Idle pose when guarding
Advance_Pose = 5 # Moving foward
Return_Pose = 6 # Return move pose
Attack_Pose = 7 # Pose when attacking
Skill_Pose = 7 # Pose when using Physical Skills
Magic_Pose = 8 # Pose when using Magical Skills
Item_Pose = 8 # Pose when using Items
Dead_Pose = 11 # Dead Idle pose
# Extra poses
# These poses aren't 100% vital for the system. if you wish to not use some
# of them, leave the value = nil
Intro_Pose = 9 # Pose used in the begin of battle
Victory_Pose = 10 # Battle Victory pose
Evade_Pose = 4 # Pose when evade an attack
Escape_Pose = 6 # Pose when escaping from battle
(and it continues on down)
So the first set of animation cels belongs to your IDLE post, the second to your HURT (i've been hit!) pose, and etc. He decided that the BASIC setup uses the same pose for ATTACK and SKILL poses. The same goes for the MAGIC and ITEM poses. And like my system, you can change the order as you wish.