”The formerly least customizable battle system, but customizable!”
So now you wonder: “what’s new with that? there’re already a bunch of better battle systems”
What was good about this BS is it’s simplicity. It was just plug and play, and that’s about it.
But now it has (optional) configurations and extra features, as follows:
- Allows to auto-arrange enemies if the option is enabled. The enemies will be auto-arranged the same way actors are.
- Troops with ‘@’ in their name will not auto-arrange. Because bosses sometimes need certain position to look cooler.
- The side for the heroes can be set as left or right, the enemies will be on the opposite part of the screen. Everything will mirror just fine!
- You can set the horizontal margin for the parties.
- You can set the vertical position of the lower party member.
- You can set a ‘diagonal’ effect by incrementing each member of the party (and troop) x position a bit more!
- You can set the distance for melee attacks.
- You can set the distance for step-and-cast actions.
- You can set the Y for the center of your battlefield, at wich battlers will move when casting an action for all targets at the same time.
- You can activate ‘global mirror’, wich will make every battler mirror. It’s there just in case your battlers are facing the left direction, rather than the right, so you dont have to mirror, like, everything, manually. That’s a pain in the ass if you have animated graphics.
- You can set an action to be melee by adding <melee> to its skill or item notes.
- You can set a casting animation for use before the battler movement adding <cast_anim: id> to said action, being id the id number of the animation to play.
- In the same way, you can set a casting animation for use after the battler has moved near the target, or a step forward, instead of before moving, by adding <melee_anim: id>
- Or what the hell, you can add both. Flashy!
- You can set actors’ and enemies’ a guard animation adding <guard_anim: id> to their notes.
- You can set actions to have a unique graphic, instead of the default physical, magical, item ones, by adding <custom_pose: name> to their notes! Just make sure you have the needed graphic files!
- Enemies and actors can be resized so you can make giant/small versions of enemies, thanks to the tags <enemy_size: size> and <actor_size: size>
WARNING: YOU NEED MOLEGATO FUNCTIONS SCRIPT NOW IN ORDER TO MAKE IT WORK
Hope all those features are enought for now! I personally think my battle system grew its beard.
What’s out of my shell?
- A message system! This was needed, thanks to Yanfly, we’ve got another of the basics covered.
- Craze made a regrouth options script, basically healing hp, mp or tp if the battler perform a certain task, like killing an enemy. Really useful for accesories, in my opinion, as it gives them more depth and make them influence the gameplay further.
- Ramiro is working on a new part for the lmbs wich we’ll use in Steel Pawn, so soon there’ll be nice looking videos.
- Mitchi shown us a video of a REALLY cool looking battle system he’s thinking about porting to ace, aparently, for his personal project. It looks awesome, me likes it.