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Overview and change logs.rb
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Overview and change logs.rb
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# =============================================================================
# Theolized Sideview Battle System
# Current Version 1.3c
# =============================================================================
# Script info :
# -----------------------------------------------------------------------------
# Known Compatibility :
# >> YEA - Core Engine
# >> YEA - Battle Engine (Recommended!)
# >> YEA - Lunatic Object
# >> YEA - Lunatic Target
# >> YEA - Target Manager
# >> YEA - Area of Effect
# >> MOG Battle HUD
# >> MOG Active Time Battle
# >> Sabakan - Ao no Kiseki
# >> Fomar ATB
# >> EST - Ring System
# >> Szyu - Timed States (With a note : http://goo.gl/5lwhN5)
# -----------------------------------------------------------------------------
# Known Incompatibility :
# >> MOG Breathing script
# >> Luna Engine (It's paid script. Ask them to make compatibility)
# =============================================================================
=begin
TSBS - Overview
These informations are aimed for scripter to ensure compatibility without
reading too many lines.
Compatibility notes :
> I greatly changed the damage flow from scene battle by overwriting def
use_item in Scene_Battle. So, if there is any script that also using that
method, it's highly will NOT compatible with this script. Also, I don't
use invoke_item, instead I make my own invoke item method by adding
tsbs_invoke_item. So, nobody will mess with it
> I haven't touch menu or battle HUD. So, if you planned to make your own
battle HUD, I'm sure it will be compatible. As long as it doesn't mess
around wih Game_Actor screen position (screen_x, screen_y)
> I also haven't touch turn order yet. So far, it's compatible with Yanfly
Free turn, Sabakan - Ao no Kiseki battle system, and Fomar ATB, AEA
Charge Turn Battle
> If you plan to add galv's timed button attack, I'm afraid it will not
compatible. Since I greatly changed the damage flow.
> I recommend you to use YEA - Battle Engine. If you refuse it, then if you
want to make your own damage popup, just make it yourself. I don't want to
make one. Instead, I provide built-in damage counter.
> I don't want to hear any complaint about compatibility issues. Since I
make this script for my personal use at the first time. But, you can
modify or even make derivate of my works. If only you're capable
Planned added features :
>> Shot projectile from specific coordinate
>> Shot projectile to specific coordinate
>> Projectile coordinat adjustment
>> Extended timed-hit features (dodge hit, or something like that)
>> Combo hit
>> Grid Battle System?
>> Subtitue / Cover support
>> Class change battler graphics
>> Folder for battler for easier organize
>> Clone battler for action sequence animation
>> Camera effect?
Special Thanks :
>> RPGMakerID
>> TDS for basic movement module in RMRK
>> Mithran for Graphical global object ref
>> Eremidia: Dungeon! and Tankentai VX for basic inspirations
>> Estriole
>> Ryuz Andhika
>> Skourpy
>> CielScarlet
>> Komozaku Kazeko
>> Nethernal
----------------------------------------------------------------------------
Overwritten Methods (Total: 18)
*) Sound - play_evasion
- play_enemy_collapse
*) BattleManager - process_escape
*) Game_Battler - item_effect_remove_state
*) Game_Actor - use_sprite?
- perform_damage_effect
- perform_collapse_effect
*) Game_Enemy - screen_z
- perform_damage_effect
*) Game_Party - max_battle_members
*) Sprite_Battler - update_origin
- init_visibility
- revert_to_normal
- afterimage (Basic Module - Afterimage)
- animation_set_sprites
- init_visibility
*) Spriteset_Battle - create_actors
*) Scene_Battle - use_item
----------------------------------------------------------------------------
Aliased Methods (Total: 41)
*) DataManager - load_database
*) BattleManager - battle_start
- process_victory
- judge_win_loss
*) Game_Temp - initialize
*) Game_Action - targets_for_opponents
*) Game_ActionResult - clear
*) Game_Battler - initialize
- on_battle_start
- make_base_result (Basic Module - Core Result)
- on_turn_end
- on_action_end
- item_cnt
- item_mrf
- item_eva
- item_hit
*) Game_Actor - on_battle_start
- attack_skill_id
- guard_skill_id
*) Game_Enemy - initialize
- screen_x
- screen_y
- on_battle_start
- battler_name
- perform_collapse_effect
*) Sprite_Base - update_animation
*) Sprite_Battler - initialize
- start_animation
- bitmap=
- update
- opacity=
- update_boss_collapse
- dispose
- flash
*) Spriteset_Battle - initialize
- create_viewports
- update
*) Scene_Battle - start
- post_start
- update_basic
- terminate
----------------------------------------------------------------------------
New Modules and Classes (Total: 13)
*) Game_BattleEvent
*) Sprite_Screen < Sprite (Basic Module - Basic Function)
*) Sprite_AnimGuard < Sprite_Base
*) Sprite_AnimState < Sprite_Base
*) Sprite_BattlerShadow < Sprite
*) Sprite_BattlerIcon < Sprite
*) Sprite_Projectile < Sprite_Base
*) Sprite_BattleCutin < Sprite
*) Battle_Plane < Plane
*) DamageResult < Sprite
*) DamageResults
*) TSBS
*) TSBS_AnimRewrite
=end
# -----------------------------------------------------------------------------
# Change Logs:
# -----------------------------------------------------------------------------
# 2014.08.27 - Added shadow y formula
# - Added screen_x and screen_y formula for Battler Icon
# 2014.08.25 - Fixed shadow glitch in the beginning of battle start
# - Change shadow Z value to 3
# 2014.08.24 - Added one animation display for projectile area attack
# 2014.08.22 - Added common event call during action sequence
# 2014.08.21 - Change script header. Moved $imported from config 1 to
# implementation part
# 2014.08.20 - Compatibility with YEA Lunatic Object (at least, it should)
# - Divide show_action_sequence method into parts for future use
# - Fixed :anim_top error
# - Added one animation display for area attack
# - Added projectile damage rescale
# 2014.08.19 - Add default value for @ori_x and @ori_y to prevent error when
# adding non battle members
# 2014.08.18 - Fixed bug where battler icon didn't follow battler opacity
# 2014.07.20 - Added [:timestop]
# 2014.07.19 - Prevent counterattack being counterattacked (lolwhut?)
# - Added slow motion effect
# 2014.07.16 - Bugfix. Crashes when collapse sequence trying to damage opposite
# unit in slip damage death
# 2014.07.15 - Added max opacity to [:plane_add,] command
# 2014.07.14 - Added <no shadow> tag for both actor and enemy
# - Added custom collapse sound for enemy
# - Added force always hit command sequence
# - Bugfix. Y coordinate for [:move_to_target] doesn't work
# 2014.07.13 - Added icon movement (to support spear animation)
# - Added default target (the attacker) for collapse sequence. In
# case if you want to damage the attacker using collapse sequence
# - Added function to check target range (for future use)
# - Added function to reset damage counter
# 2014.07.12 - Bugfix. Fatal error in collapse sequence when you want to damage
# the opposite units using [:target_damage]
# - Change actor fiber reference ID
# - Correct animation state opacity rate reference
# - Correct animation guard opacity rate reference
# 2014.07.11 - Victory sequence now is just optional
# 2014.07.10 - Reverted back "raise" method to "msgbox"
# - Added icon error recognition
# - Added sequence initial setup error recognition
# 2014.07.09 - Bugfix, move to target for area attack ignores inputted
# parameters
# - Disable subtitue / cover function. Since it's not functional
# in TSBS at now
# - Added animation behind for state animation
# - Added ability to define sequence directly inside [:loop]
# 2014.06.29 - Bugfix, random repel target the dead battler
# - Revamp error handling for [:action]
# 2014.06.28 - Added built-in change basic skill (attack and defend) for actor,
# weapon, class, and states
# - Magical skill doesn't reflect for self targeting
# 2014.06.25 - Improved conditional branch [:if] and [:case]. Now support
# nested array instead of only action key.
# - Revamp [:add_state] execution. Now supports state rate from
# built-in features or even ignore it.
# - Revamp [:rem_state] execution.
# - Change "def chance" to evaluate float instead of integer as
# chance
# 2014.06.23 - [:cast] default animation now same as skill animation
# 2014.06.21 - Added <flip> tag for battler. To determine default flip
# - Added state transformation
# - Fix setup_cast flip animation in Game_Battler
# - Added change skill
# - Bugfix, adding non battle members causing fatal errors
# - Simplify setup_action. Now use "each" instead of "insert". Save
# memory usage more
# - [:move_to_target] and [:sm_target] now move action battler to
# the middle of targets if the target is area
# 2014.06.20 - Added animation following battler
# - Remove invoke method from $game_temp
# - Remove collapsed glitch and visibility
# - Glitch fix. Anim state animation sprite not reseted when loop
# 2014.06.19 - Screen animation now support :anim_bottom
# - Area attack move to target now moves in the middle of area
# - Added random magic reflection
# 2014.06.16 - Added custom error notice for script call
# 2014.06.15 - Bugfix, throws an error if actor has no intro sequence
# - Added instant reset
# 2014.06.06 - Added :forced battle phase
# - Support show animation behind battler
# - Bugfix, show projectile throws error when not followed by YEA
# Battle Engine
# 2014.05.14 - Prevent :counter battle phase of being replaced by :hurt
# 2014.05.05 - Added [:loop] sequence command
# - Added [:while] sequence command
# - Change how [:if] sequence is handled
# 2014.05.01 - Added smooth movement
# - Glitch fix on intro sequence where sprite is not updated on
# first time
# - Bugfix. Skill guard applied to friendly unit
# 2014.04.30 - Added function to control afterimages
# 2014.04.25 - Added collapse sequence
# - Added control on message log
# - Every counter attack has performed, it will reset damage counter
# 2014.04.18 - Bugfix. Changed formation doesn't affect battler position
# 2014.04.16 - Added function to plays anim guard and regular aninmation
# simultaneously by <parallel anim> tag
# - Renamed Sprite_AnimAid as Sprite_AnimState
# - Renamed @ary instance variable as @acts in Game_Battler
# - Added new class Sprite_AnimGuard
# 2014.04.14 - Show balloon icon for battler
# - Projectile icon now can evaluate String/text as script as long
# as the return is a number
# 2014.04.13 - Added show cutin graphic
# - Added show plane object (image looping / parallax / fog)
# - Added boomerang sequence. Repel back projectile to user
# - Automatically reset all battler position each action has
# performed
# - Added projectile afterimage
# - Icon index now can use script eval if filled by String/Text
# 2014.04.11 - Compatibility with Galv's script (I forget which one)
# - Added animation top flag to allow you to play animation on top
# - Added global freeze sequence. Allow you to stop all movement
# - Added show cutin graphic
# - Added return sequence key for each skill
# - Added dual wield show icon support
# - Reduce lag for too many animated battlers
# 2014.03.23 - Animation projectile now loops
# - Chance in add or remove state sequence now is optional (default
# is 100% if ommited)
# 2014.01.19 - Bugfix. Now counter and evade phase will executed until finished
# 2014.01.18 - Add counter attack and magic reflect text notifications
# - Bugfix. Sound play evasion
# 2014.01.16 - Bugfix, dead actor won't disappear when use focus sequence
# 2014.01.15 - Counter attack now works
# - Smart targeting. Dead battler won't be attacked by random targets
# 2014.01.14 - Fixed screen z formula
# - Added shadow for battler sprites
# 2014.01.13 - Fixed animation display. Animation now will not overlap sprite
# 2014.01.11 - Projectile now can be reflected
# - Magic reflection reworked
# - Added state animation for battler
# 2013.12.29 - Added state sequence
# - Added state color
# 2013.12.28 - Store Constant in TSBS Module
# - Change the way how proj_setup is handled
# 2013.12.26 - Move the enemy even it doesn't have spriteset
# - Skill / item recovery animation won't replaced by anim guard
# - Added damage counter font size controler
# 2013.12.25 - Fixed bug at show weapon icon
# - Fixed collapse effect with extended targeting
# 2013.12.24 - Added copy object function in Kernel module (def copy)
# - Set the origin of projectile to center
# 2013.12.23 - Cleaning up some messy codes
# - Extends targeting. Ability to change target during sequences
# - Added function to add state by chance
# - Added function to remove state by chance
# - Added show picture function
# - Added target move to change target coordinate
# - Added target slide to change target coordinate
# - Added blend function for battler
# - Added focus functions
# 2013.12.22 - Projectile now support show icon along side animation
# 2013.12.21 - clear_tsbs now called in Scene_Battle terminate
# - Added escape sequence pose
# - Added victory sequence pose
# - Added intro sequence for battle start
# - [:target_damage] now support rescale damage using Float number
# 2013.12.20 - Store Fiber in $game_temp in order to raise compatibility
# - Store invoke_method in $game_temp in order to raise compatibility
# - Added if else action sequence. Not supported nested if yet
# - Added timed hit function
# - Added change tone function
# - Added screen shake function
# - Added flash screen function
# - Change the way item_in_use is handled
# 2013.12.18 - Support show weapon icon (For kaduki battler)
# 2013.12.17 - Ability to lock Z coordinate using [:lock_z]
# 2013.12.16 - Damage counter now fixed and works
# - Projectile now support area attack
# - States now may change battler opacity using <opacity: n> tag
# - Add user damage to damage the user / subject
# - [:target_damage] now support custom formula
# - [:target_damage] now support change to specific skill
# 2013.12.12 - Dead pose now works
# - Added enemy default flip
# 2013.12.11 - Now support change hue for enemy
# 2013.12.07 - Now support projectile (but doesn't support area attack yet)
# 2013.12.05 - Some skill now can disable the return move using <no return>
# - Area skill now works
# - States now has its own tone
# 2013.12.04 - Slide command now has inverted coordinate if flipped
# - Now support return movement after performed action
# - Now support prepare / cast sequence before action
# - Disable dead pose (at least, for now)
# - Fixed flipped animation in :show_anim
# 2013.12.03 - Show animation for normal attack
# - Added evade sequence
# - Added [:action] command to call pre-defined action sequence
# 2013.11.28 - Finished version 0.5 (Released at : 28 November 2013)
# - Support action sequences
# - Bugfix : Collapse effect wont show if not followed by ABE
# - Now redraw status menu when getting hit
# 2013.05.07 - Started to learn how to make original battle engine
# - Finished version 0.2
# =============================================================================