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Animated bATTLERS PATCh

By: a guest on Oct 26th, 2011  |  syntax: None  |  size: 2.86 KB  |  views: 77  |  expires: Never
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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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