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Original Source

  • Original title: KBattleFront XP
  • Original author: kyonides
  • Original date: June 8, 2023
  • Source thread: https://forums.rpgmakerweb.com/threads/kbattlefront-xp.158162/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS Scripts (RMXP)

Summary

KBattleFront XP Version 0.11.0 by Kyonides This is an Animated Front View & Side View Battle System!​

Archived First Post

KBattleFront XP
Version 0.11.0

by Kyonides


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.

  1. Status window remains pretty much as static as always, but it includes faces if enabled.
    States might be displayed as icons, too.
  2. 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.
The escape feature is still a WIP.

The script is almost Plug n Play, except for a couple of Constants I've included there.
For instance, order the commands the way you like it and pick their icon indexes and that's it, guys!
It also includes a single script call and that's it!

kbattlefrontxp001.jpg

kbattlefrontxp008.jpg

List of Included Scripts
  • KWeaponDamage
  • Skill Roulette
Ruby:
# * KBattleFront XP * #
#   Scripter : Kyonides Arkanthes

# This script sought to implement some of the features I have found in other
# EarthBound Battle Systems but not anymore.
# It is BOTH an Front View and a Side View Battle System.
# And it swiftly displays movable characters as battlers 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

# - 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

module KBattleFront
  module ActorAsBattler
    UPPER_Y = 160
    LOWER_Y = 28
    POSITION_OFFSET_Y = 12
    # Formation Types: 0 - Above Status Windows, 1 - Centered, 2 - Sideview
    START_FORMATION_TYPE = 0
  end

  module Alert
    FRAMES_TOTAL = 20
    # Type :Symbol => "Filename", etc.
    START_TYPE_PICTURES = {
      :surprise => "surprise attack",
      :preemptive => "preemptive attack"
    }
  end
  DISPLAY_FACES = true
  GUARD_ANIME = 65
  JUMP_FRAMES = 24
  COMMAND_NAME_FONT_SIZE = 26
  COMMAND_NAME_XY = [480, 20]
  COMMAND_ORDER = [:attack, :skill, :guard, :item, :escape]
  # Command Symbol => ["Command Name", "Icon"]
  COMMAND_NAMES_ICONS = {
    :attack => ["Attack", "001-Weapon01"],
    :skill  => ["Skill", "044-Skill01"],
    :guard  => ["Guard", "009-Shield01"],
    :item   => ["Item", "032-Item01"],
    :escape => ["Escape", "020-Accessory05"]
  }
  CUSTOM_CLASS_SKILL_NAMES = {
    2 => "Technique",
    7 => "Blessing",
    8 => "Spell"
  }
  STATE_ICONS = {
    1 => "046-Skill03", 2 => "050-Skill07", 3 => "Poison"
  }
  STATE_ICONS.default = "None"
  # End of Configuration * #

DOWNLOAD DEMO

Terms & Conditions

Free for use in any game.
Don't ever ask me to port it to any other Maker!
Don't drink coffee for a whole week before using it!
That's it!

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#rgss#script-archive

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