06-06-2023, 01:15 AM (This post was last modified: 10-22-2024, 11:53 PM by kyonides.
Edit Reason: Versions 0.11.0 Released!
)
KBattleFront XP
Version 0.11.0
by Kyonides
Introduction
This is an Animated Front View & Side View Battle System!
After reading a couple of threads where people complained about fellow scripter's battle system, I decided that I could give it a chance. The GUI is almost done based on my first impression of those scripts' interface.
Status window becomes pretty much static, it doesn't move at all, and does update the data in a timely fashion.
It includes actors' faces, names and gauges.
New actor menu on the top of the screen.
It uses icons and a label to tell you what's the command currently in display. Any actor can trigger the escape feature, but it might abort the battle at once. Please don't abuse of that poor feature! :P
The script is almost Plug n Play, except for the 2 Constants I've included there. They're very simple to handle.
Just order the commands the way you like it and pick their icon indexes and that's it, guys! :D
# This script sought to implement some of the features I have found in other
# EarthBound Battle Systems but not anymore. Now it is just an old fashion
# Front View Battle System with battlers visible on screen.
# * KBattleFront Script Calls * #
# - Change the way the Actors will place on screen
# Options: 0 - Above their Status Windows, 1 - Centered, 2 - Sideview
# $game_system.formation_type = Option
# - Set a Battle Start Type
# $game_system.surprise_battle!
# $game_system.preemptive_battle!
# - Alter a given Skill's SP Cost for a specific Actor
# = equal assigns a Number
# += or -= will increase or decrease its value by that Number.
# $game_actors[Actor_ID].alter_sp_cost = Number
# $game_party.actors[ActorIndex].alter_sp_cost = Number
06-06-2023, 08:23 AM (This post was last modified: 06-06-2023, 08:23 AM by kyonides.)
The Bound Battle System Has Been Updated!
And I've come back to offer you a screenshot of how it actually works.
OK, it's crystal clear that they weren't going through their best moment, but they were able to run away!
Well, at least they tried once.
Even so, you gotta be courageous enough as to turn your back on the enemy in order to escape from such a nefarious predicament.
Anyway, there's another screenshot on the main post that shows you how it looks like when they make a stand to fight the enemy at all costs!
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
Yes, my friends. I did change the name of my latest Battle System just in case it didn't resemble the old EarthBound game, especially because I don't wanna use those custom number sprites at all.
Even so, I decided that I could also port it to RMXP.
Guess what, guys! It's working seamlessly!
If you also peak closely on the main post, you'll very soon notice that the characters on screen actually move the whole time.
Well, at least while they're in the Actor's Command Phase.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
Besides changing the name of my battle system some time ago and uploading a couple of maintenance updates for RMXP, I've also discovered that the download link was missing.
Don't worry, fellow gamers and developers!
It has now been fixed! You can download the demos at any time!
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
06-10-2023, 09:20 AM (This post was last modified: 06-10-2023, 09:26 AM by kyonides.
Edit Reason: More Info!
)
Now Actors Can Escape Individually!
We all know that RMXP only allowed the party to escape as a group and not as mere individuals with all their innate flaws. You know what, scratch that like right now!
That's no longer the case with KBattleFront XP!
Any of your heroes can now be a true chicken wuss!
Just like in old classics like Final Fantasy 6 where you could pick somebody like Terra or Locke to escape, leaving the comrades behind just because, now you can emulate them in this new installment!
KBFXP's Default Judgement of an Escaping Party is the following:
Either some people escaped or got killed, thus the battle gets aborted.
This might sound weird for some of you, but I'll see if I can add another option at least. Yeah, that would include a brand new Constant in the KBattleFront module for sure.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
Starting from version 0.8.0, you can now get surprised by your bitter enemies.
Well, you also have a chance to preemptively attack them as well.
And yes, the images are customizable!
Oh and there is a way to change how the actors will be arranged on screen during battle!
That battle formation feature is also available on RMVX ever since version 0.6.0.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.