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Animated bATTLERS PATCh

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Oct 26th, 2011
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  1. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  2. # Ar Tonelico Custom Battle System - Animated Battlers Patch
  3. # Author: Kread-EX
  4. # Version 1.1
  5. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  6.  
  7. #===========================================================
  8. # ** Sprite_Battler
  9. #------------------------------------------------------------------------------
  10. # This sprite is used to display the battler.It observes the Game_Character
  11. # class and automatically changes sprite conditions.
  12. #===========================================================
  13.  
  14. class Sprite_Battler < RPG::Sprite
  15. #--------------------------------------------------------------------------
  16. # * Current State
  17. #--------------------------------------------------------------------------
  18. def state
  19. # Set Translucency if not dead
  20. if @battler.is_a?(Game_Actor)
  21. battler_translucency(@battler, MNK_TRANSLUCENT_ACTOR)
  22. else
  23. battler_translucency(@battler, MNK_TRANSLUCENT_ENEMY)
  24. end
  25.  
  26. # KREAD: Song Magic Support
  27. if @battler.song_chant
  28. return casting_pose
  29. end
  30. # End of Song Magic Support
  31.  
  32. # Battler Fine
  33. state = pose_obtain(MNK_POSE1, MNK_APOSE1, MNK_EPOSE1)
  34. # Damaged states
  35. # KREAD (I just added [] to the list of damages)
  36. if [nil,{},[]].include?(@battler.damage)
  37. # Battler Wounded (and damage inflicted)
  38. state = state_woozy if state_woozy != nil
  39. # Set sprite to 'Block' pose
  40. state = pose_obtain(MNK_POSE4, MNK_APOSE4, MNK_EPOSE4) if @battler.guarding?
  41. # Set sprite to 'Status Ailment' pose (and damage inflicted)
  42. state = state_status if state_status != nil
  43. # Set sprite to 'Dead' pose (and damage inflicted)
  44. state = state_dead if state_dead != nil
  45. end
  46.  
  47. # Casting State
  48. if @battler.casted
  49. state = casting_pose if $game_system.mnk_det_para_spell and @battler.spelling?
  50. state = casting_pose if $game_system.mnk_det_sd_casting and @battler.sd_casting
  51. state = casting_pose if $game_system.mnk_det_rtab_systm and @battler.rtp != 0
  52. end
  53. # Victory States
  54. if @battler.is_a?(Game_Actor) && $game_system.victory
  55. if @winning == true
  56. state = winning_pose unless @battler.dead? && winning_pose == nil
  57. else
  58. state = victory_pose unless @battler.dead?
  59. end
  60. end
  61. # Defeat States
  62. if @battler.is_a?(Game_Enemy) && $game_system.defeat
  63. if @winning == true
  64. state = winning_pose unless @battler.dead? && winning_pose == nil
  65. else
  66. state = victory_pose unless @battler.dead?
  67. end
  68. end
  69. # Moving state
  70. state = sprite_move if sprite_move != nil
  71. # Return State
  72. return state
  73. end
  74. #--------------------------------------------------------------------------
  75. end
  76.  
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