04-05-2023, 02:00 AM
Well, here I go again. But a bit different this time...
Yep, this is a battler being created by multiple image layers... essentially a paperdoll system for battlers. However, this is not exactly new. I already wrote one: Brenda's Visual Battlers.
However, it is going through a rewrite, one where it uses techniques and has methods mirroring the content from Ah-sung's Paperdoll. I already have the basics worked out. But some things I have need to integrate:
Otherwise, it has much already functional:
The fun part will be determining how to get a changed 'facing direction' system working. This may not seem necessary, but there are some systems where the battler changes facing direction. Not only from an animation system standpoint, but a battler rotation standpoint. Consider the 'Golden Sun' camera rotation system as one example.
Yep, this is a battler being created by multiple image layers... essentially a paperdoll system for battlers. However, this is not exactly new. I already wrote one: Brenda's Visual Battlers.
However, it is going through a rewrite, one where it uses techniques and has methods mirroring the content from Ah-sung's Paperdoll. I already have the basics worked out. But some things I have need to integrate:
- UserIDs in the EQUIP entries for custom graphics per actor
- 'T' flag for two-handed weapon use (MultiSlots compatibility)
- Possible Enemy Battler equipment (a variation of 'event' paperdolll options)
- Testing of changed equipment in-battle to refresh the battlers
- Testing of changing facing direction to refresh the battlers
- Testing of changing battlers (odd, yes).
- Facing direction flags for the ORDER_STYLE array
Otherwise, it has much already functional:
- Usage of the ORDER_STYLE array to dictate the order of graphics rendered, including the body
- Usage of the EQUIP and SUBSTITUTE entries for graphic acquisition
The fun part will be determining how to get a changed 'facing direction' system working. This may not seem necessary, but there are some systems where the battler changes facing direction. Not only from an animation system standpoint, but a battler rotation standpoint. Consider the 'Golden Sun' camera rotation system as one example.