Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Problem with the Victory Pose with Minkoff Animated Battlers - Enhanced

I cant get it to work....here are my scripts im using right now...


#==============================================================================
# ** Animated Battlers - Enhanced  ver. 10.3                      (10-30-2007)
#
#------------------------------------------------------------------------------
#  * (1) Configuration:  The Sprite Battler Class (initialize system)
#==============================================================================

#FOR SKILLS THAT NEED TO HAVE THE CHAR RUN FORWARD
#
#You only need to put in the id on Config line 244
#
#
#
#
#



#==========================================================================
#  ****                    ARROW CONTROLS                        ****  #
#==========================================================================
# * Just moves the targetting arrow around
#--------------------------------------------------------------------------
MNK_ARROW_X            = 14      # The x position for your target cursor
MNK_ARROW_Y            = 10      # The y position for your target cursor

#==========================================================================
#  ****                    GENERAL CONTROLS                      ****  #
#==========================================================================

# * Default Battler Style Switches
#--------------------------------------------------------------------------       
DEFAULT_ENEMY          = false  # If true, these switches allows the use
DEFAULT_ACTOR          = false  # of default battlers for actors/enemies
DEFAULT_ENEMY_ID        = []      # Ids of enemies using default battlers
DEFAULT_ACTOR_ID        = []    # Ids of actors using default battlers
DEFAULT_COLLAPSE_ACTOR  = false  # If true, restores the old 'red fade'
DEFAULT_COLLAPSE_ENEMY  = false  #  collapse effect (using spritesheets)


# * Animation Frames and Animation Speed
#--------------------------------------------------------------------------   
MNK_SPEED              = 8      # Framerate speed of the battlers
MNK_RUSH_SPEED          = 1.5    # Melee/Skill/Item motion speed of the battlers
MNK_POSES              = 11      # Maximum # of poses (stances) in the template
MNK_FRAMES              = 4      # Maximum # of frames in each pose
MNK_FRAMES_STANDARD    = 4      # Standard # of frames played in each pose.

# Individual Spritesheet Control Center
#--------------------------------------------------------------------------       
MNK_POSES_ENEMY        = nil      # ID and # of poses for each enemy
MNK_FRAMES_ENEMY        = nil      # ID and # of frames for each enemy
MNK_POSES_ACTOR        = nil      # ID and # of poses for each actor
MNK_FRAMES_ACTOR        = nil      # ID and # of frames for each actor.
   
# * Wooziness Rates
#--------------------------------------------------------------------------
MNK_LOW_HP_PERCENTAGE  = 0.25                    # Health% for WOOZY pose.
MNK_LOW_HP_ACTOR        = {7 => 0.50, 8 => 0.75}  # Ind. health% for actors.
MNK_LOW_HP_ENEMY        = {1 => 0.50}            # Ind. health% for enemies.
MNK_LOW_HP_FLAT        = true                    # If true, flat rate hp

 
 
#==========================================================================
#  ****                  POSE CONTROL CENTER                    ****  #
#==========================================================================
 
# Editable Template (Some people wanted to change their template design)
#--------------------------------------------------------------------------
MNK_POSE1  =  1  # Sets the 'Ready Pose'  (MNK_POSE1)  #1 in your template
MNK_POSE2  =  2  # Sets the 'Struck Pose' (MNK_POSE2)  #2 in your template
MNK_POSE3  =  3  # Sets the 'Woozy Pose'  (MNK_POSE3)  #3 in your template
MNK_POSE4  =  4  # Sets the 'Block Pose'  (MNK_POSE4)  #4 in your template
MNK_POSE5  =  5  # Sets the 'Charge Pose' (MNK_POSE5)  #5 in your template
MNK_POSE6  =  6  # Sets the 'Retreat Pose'(MNK_POSE6)  #6 in your template
MNK_POSE7  =  7  # Sets the 'Attack Pose' (MNK_POSE7)  #7 in your template
MNK_POSE8  =  8  # Sets the 'Item Pose'  (MNK_POSE8)  #8 in your template
MNK_POSE9  =  9  # Sets the 'Skill Pose'  (MNK_POSE9)  #9 in your template
MNK_POSE10  =  10  # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template
MNK_POSE11  =  11  # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template
 
# Editable Template (for Custom Actor Spritesheets)
#--------------------------------------------------------------------------
MNK_APOSE1  =  []
MNK_APOSE2  =  []  # Hilda is using a Charset graphic as a battler.
MNK_APOSE3  =  []  # The battler was copied into the Battler folder.
MNK_APOSE4  =  []  # This setup allows you to use Charactersets for
MNK_APOSE5  =  []  # battlers battlers.
MNK_APOSE6  =  []
MNK_APOSE7  =  []
MNK_APOSE8  =  []
MNK_APOSE9  =  []
MNK_APOSE10  =  []
MNK_APOSE11  =  []
 
# Editable Template (for Custom Enemy Spritesheets)
#--------------------------------------------------------------------------
MNK_EPOSE1  =  {1 => 1}
MNK_EPOSE2  =  {1 => 2}  # Did the same to the ghosts.  Note that enemies have
MNK_EPOSE3  =  {1 => 3}  # no victory pose.
MNK_EPOSE4  =  {1 => 4} 
MNK_EPOSE5  =  {1 => 5} 
MNK_EPOSE6  =  {1 => 6}
MNK_EPOSE7  =  {1 => 7}
MNK_EPOSE8  =  {1 => 8}
MNK_EPOSE9  =  {1 => 9}
MNK_EPOSE11  =  {1 => 11}  # Setting the ghost to an invalid pose erases it.
                     
                     
#==========================================================================
#  ****              EXPANDED POSE CONTROL CENTER                ****  #
#==========================================================================

# Non-Default Poses (can expand beyond the default 11 poses here)
# (New system mimics the revised Template system.  Can use 'custom' sheets)
#--------------------------------------------------------------------------
# The first value in each set indicates the index number  in a spritesheet.
# This value is  overrided by a value  in one of the other two accompanying
# arrays... one for actor battlerss, the other for enemy battlers.
#
# To define a pose linked to a specific battler, the syntax is...
# '' hash array '' = { battler.id => pose# }
# Where Aluxes and the Ghost (RTP)  would be  the 1st battlers (per array),
# and the pose# would be the pose in your spritesheet.
# Combinations in the  hash arrays  are possible,  so if the MNK_POSES_DYING_E
# array has {1 => 5, 9 => 2},  then the GHOST (enemy #1) would be using the
# 6th pose (index 5) and the 9th enemy battler would be using the 3rd pose.
#--------------------------------------------------------------------------
MNK_POSES_SETUP      = 7          # Choose animation pose for 'preparation'
MNK_POSES_SETUP_A    = {2 => 4}
MNK_POSES_SETUP_E    = {1 => 4}   
MNK_POSES_CASTPREP    = 4          # Set 'casting' pose for skill preparation
MNK_POSES_CASTPREP_A  = {}         
MNK_POSES_CASTPREP_E  = {9 => 3}   
MNK_POSES_DYING      = 6          # Choose animation pose for dying throws.
MNK_POSES_DYING_a    = {}         
MNK_POSES_DYING_E    = {9 => 5}   
MNK_POSES_ESCAPE      = 2          # Set 'coward' pose for fleeing monsters)   
MNK_POSES_ESCAPE_A    = {}       
MNK_POSES_ESCAPE_E    = {9 => 5} 
MNK_POSES_CRITICAL    = nil        # Set pose for BIG hits
MNK_POSES_CRIT_A      = {}
MNK_POSES_CRIT_E      = {9 =>5}
MNK_POSES_WINNING    = 4          # Set winning (Victory Dance before pose)
MNK_POSES_WINNING_A  = {}
MNK_POSES_WINNING_E  = {}       

# Looping Poses
#--------------------------------------------------------------------------
# These arrays merely hold the ID  of actors or enemies whose poses loop at
# the end of combat.  Enemies have no 'winning' animation pose.
MNK_LOOPS_WINNING        = [3,4]    # Actor IDs if their victory pose loops
MNK_LOOPS_DEFEATED_ACTOR  = []      # Actor IDs if their defeat pose loops
MNK_LOOPS_DEFEATED_ENEMY  = []      # Enemy IDs if their defeat pose loops
 
# Non-Default Pose Hashes (poses dependant on .id values)
# (New system mimics the revised Template system.)
#--------------------------------------------------------------------------
# The first hash in each set  indicates the id number (be it skill, item or
# otherwise, and the pose it brings up.  These mimic the 2nd array type in
# the above Non-Default poses.  As such, a hash value of {1 => 10) for the
# MNK_POSES_WEAPONS hash would make  the 'Bronze Sword' use the 10th index (or
# 11th spritesheet) pose... aka the 'Defeat' pose.
#
# To define an advanced pose linked to a specific battler, the syntax is...
#  = { battler.id => { item/skill.id => pose#  } }
# ...so this gets  more complicated.  But this does allow  each battler to
# have his or her own unique pose, regardless of spritesheet type.
#--------------------------------------------------------------------------
MNK_POSES_CASTED    = {61 => 6}  # Set a specific skill to use a pose
MNK_POSES_CASTED_A  = {}       
MNK_POSES_CASTED_E  = {}
MNK_POSES_STATUS    = {3 => 3}  # Set status values to poses here
MNK_POSES_STAT_A    = {} 
MNK_POSES_STAT_E    = {}
MNK_POSES_SKILLS    = {57 => 7}  # Default: #57(Cross Cut) does 'Attack'
MNK_POSES_SKILLS_A  = {} 
MNK_POSES_SKILLS_E  = {}
MNK_POSES_ITEMS      = {13 => 4}  # Default: #13(Sharp Stone) does 'Block'
MNK_POSES_ITEMS_A    = {}       
MNK_POSES_ITEMS_E    = {}       
MNK_POSES_WEAPONS    = {}        # Didn't set any weapons to any poses
MNK_POSES_WEAPS_A    = {}
MNK_POSES_WEAPS_E    = {}        # Non-functional (Enemies don't use 'em.)

# Non-Default Pose Hashes (Hits & Critical Hits)
# (Just like above, but pertains to specific hits and critical hits)
#--------------------------------------------------------------------------
MNK_STRUCK_WEAPS    = {}        # Set a specific 'Struck' to a weapon attack
MNK_STRUCK_WEAPS_A  = {}       
MNK_STRUCK_WEAPS_E  = {}       
MNK_STRUCK_SKILLS    = {}        # Set a specific 'Struck' to a skill
MNK_STRUCK_SKILLS_A  = { 7 => { 7 => 4 }}
MNK_STRUCK_SKILLS_E  = {}
MNK_STRUCK_ITEMS    = {}        # Set a specific 'Struck' to an item attack
MNK_STRUCK_ITEMS_A  = {}
MNK_STRUCK_ITEMS_E  = {}
MNK_CRIT_WEAPS      = {}        # Set a specific 'Critical Hit' to a weapon
MNK_CRIT_WEAPS_A    = {}
MNK_CRIT_WEAPS_E    = {}     
MNK_CRIT_SKILLS      = {}        # Set a specific 'Critical Hit' to a skill
MNK_CRIT_SKILLS_A    = {7 => {7 => 10 }, 5 => {7 => 7}}
MNK_CRIT_SKILLS_E    = {}
MNK_CRIT_ITEMS      = {}        # Set a specific 'Critical Hit' to an item
MNK_CRIT_ITEMS_A    = {}
MNK_CRIT_ITEMS_E    = {}

 
#==========================================================================
#  ****                  FRAME CONTROL CENTER                    ****  #
#==========================================================================

# * Frames Control
#--------------------------------------------------------------------------   
MNK_FRAMES_PER_POSE    = {}              # Set #of frames to pose(by index)

# Advanced Individual Pose/Frame Hashes  # Advanced Individual Poses  uses
                                          # hashes within hashes. As a demo
MNK_POSES_FR_ACTOR = {}                  # you can see that enemy #1 has 2
MNK_POSES_FR_ENEMY = {}                  # sets of controls:  index 0 (for
                                          # a ready pose is set to 1 frame,
# while index 3 (block) is set to 'two' frames.  Likewise, for the actor's
# hash, Actor #7 (Gloria) has only 1 control hash.  It sets index pose '0'
# (the ready pose again) to use four frames of animation (even though I had
# set the ready pose to just use '2' with the MNK_FRAMES_PER_POSE hash earlier.


#==========================================================================
#  ****                  MOVEMENT CONTROL CENTER                ****  #
#==========================================================================
   
# * Forward Step System (Final Fantasy-Style)
#--------------------------------------------------------------------------   
MNK_RUSH_OFFSET        = 0        # How much additional space between battlers
MNK_RUSH_ATTACK        = false    # If true, battler steps forward to attack
MNK_RUSH_SKILL        = true    # If true, battler steps forward to use skill
MNK_RUSH_ITEM          = true    # If true, battler steps forward to use item
 
# * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement)
#--------------------------------------------------------------------------   
MNK_MOVING_ITEM      = [1]    # Examples are items that need to be applied.
MNK_MOVING_SKILL      = [1,2,4,5,6,7,21,22,31,32,33,34,20,51,97]    # Examples are martial-arts and sneak attacks
MNK_MOVE2CENTER_ATK  = []      # Moves battler to center based on weapon id!
MNK_MOVE2CENTER_ITEM  = []    # Moves battler to center for a big item atk!
MNK_MOVE2CENTER_SKILL = [3]    # Moves battler to center for a big skill atk!
#
# * Remember, do not supply Skill or Item ID#'s that have 'None' scopes into
#  either the MNK_MOVING_ITEM or MNK_MOVING_SKILL hashes.  These skills &
#  item attacks have no target and would cause an error when trying to find
#  an enemy to move towards.


 
#==========================================================================
#  ****                STATIONARY CONTROL CENTER                  ****  #
#==========================================================================

# * Stationary Battlers (simple True/False settings)
#--------------------------------------------------------------------------   
MNK_STATIONARY_ENEMIES = false    # If the enemies don't move while attacking
MNK_STATIONARY_ACTORS  = false    # If the actors don't move while attacking

# * Arrays filled with skill/weapon/item IDs that halt movement
#--------------------------------------------------------------------------   
MNK_STATIONARY_ENEMY_IDS = []      # Enemies that don't RUN during melee attacks
MNK_STATIONARY_WEAPONS = [] # (examples are bows & guns)
MNK_STATIONARY_SKILLS  = []      # (examples are bows & guns)
MNK_STATIONARY_ITEMS  = []      # (examples are bows & guns)


 
#==========================================================================
#  ****              TRANSPARENCY CONTROL CENTER                ****  #
#==========================================================================
MNK_TRANSLUCENCY      = 127      # Degree of transparency
MNK_TRANSLUCENT_ACTOR = []      # ID of actor at translucency settings
MNK_TRANSLUCENT_ENEMY = []  # ID of enemy at translucency settings
MNK_PHASING          = false    # If battlers fade in/out while charging
MNK_PHASING_ACTOR    = []  # IDs of actors that fade in/out if charging
MNK_PHASING_ENEMY    = []      # IDs of enemies that fade in/out if charging

MNK_FADE_IN          = true    # Battler fades in if replaced or transparent

 
 
#==========================================================================
#  ****                CUSTOM FEATURE CENTER                      ****  #
#==========================================================================
     
MNK_MIRROR_ENEMIES    = true    # Enemy battlers use reversed image
MNK_CALC_SPEED        = false    # System calculates a mean/average speed
MNK_AT_DELAY          = true    # Pauses battlesystem until animation done.
MNK_ADV_OFF_TURN      = 1        # Number of turns before enemies turn around.

#==============================================================================
# ** Animated Battlers - Enhanced  ver. 10.3                      (10-30-2007)
#
#------------------------------------------------------------------------------
#  * (2) Sprite System:  The Sprite Battler Class
#==============================================================================

#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  This sprite is used to display the battler.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Battler < RPG::Sprite 
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :battler_offset        # Degree of action forcing 
  attr_accessor :skill_used            # Degree of action forcing 
  attr_accessor :item_used              # Degree of action forcing 
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias mnk_init initialize
  def initialize(viewport, battler = nil)
    # --Initialize poses
    @frame, @pose, @last_time, @last_move_time  = 0, 0, 0, 0
    # --Initialize Battler placement and pose types
    @battler_offset, @skill_used, @item_used    = 0, 0, 0
    # --Initialize Boolean values
    @statusd              = false
    @dying                = true
    @s_pose              = false
    $game_system.victory  = false
    $game_system.defeat  = false
    @winning              = true
    # ORIGINAL Initialize call
    mnk_init(viewport, battler)
    # EVENT VALUE CALLS
    # --Obtain the Sideview switch
    $game_system.sv_angle = $sideview_mirror
    $game_system.sv_angle = 0 if $sideview_mirror == nil
    # -- Obtain the max party size
    $game_system.max_member = $formation_max_member
    $game_system.max_member = 4 if $formation_max_member == nil
    # --Obtain the highest position for the formation
    $game_system.form_top = $formation_max_height
    $game_system.form_top = FORMATION_TOP if $formation_max_height == nil
    # --Obtain the formation's width
    $game_system.form_wd = $formation_max_width
    $game_system.form_wd = 128 if $formation_max_width == nil
    # --Obtain the height of the Battlestatus Window
    $game_system.bstat_ht = $battlestatus_height
    $game_system.bstat_ht = 195 if $battlestatus_height == nil
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias mnk_update update
  def update

    # Only perform sprite edit for valid battlers
    return unless @battler
    if @battler.battler_name != @battler_name
      @started = false
    end   

    # Regular Update
    mnk_update

    # Set Translucency 
    if @battler.is_a?(Game_Enemy)
      battler_translucency(@battler, MNK_TRANSLUCENT_ENEMY)
    else
      battler_translucency(@battler, MNK_TRANSLUCENT_ACTOR)
    end
    # Reset hash for Advanced Pose/Frames
    pose_temp = {}
   
    # Start Routine (Performed at startup for each battler)
    unless @started
      # Set the pose based on battler's state
      @pose = state
      # Turn off Casting pose
      @battler.casted  = false
      @battler.casting = false
      # Configure Enemy Spritesheet
      if @battler.is_a?(Game_Enemy)
        # Use spritesheet unless specified
        unless DEFAULT_ENEMY or DEFAULT_ENEMY_ID.include?(@battler.id)
          @width  = @width  / cell_divider(MNK_FRAMES_ENEMY,  MNK_FRAMES)
          @height = @height / cell_divider(MNK_POSES_ENEMY,  MNK_POSES)
        end
      # Or Configure Actor Spritesheet
      else 
        # Use spritesheet unless specified
        unless DEFAULT_ACTOR or DEFAULT_ACTOR_ID.include?(@battler.id)
          @width  = @width  / cell_divider(MNK_FRAMES_ACTOR,  MNK_FRAMES)
          @height = @height / cell_divider(MNK_POSES_ACTOR,  MNK_POSES)
        end
      end
      # Distance the battlers
      @battler_offset = @width * 0.75
      # Obtain battler position (simulating 3-Dness)
      @display_x = @battler.screen_x
      @display_y = @battler.screen_y
      @display_z = @battler.screen_z
      @destination_x = @display_x
      @destination_y = @display_y
      @destination_z = @display_z
      # Opacity fadein feature
      self.opacity = 0 if MNK_FADE_IN
      # Set the started flag
      @started = true
    # End of Start Routine (for each battler) 
    end
   
    # Again, ensure a pose is set
    @pose = state if @pose == nil

    # Obtain animation cell/frame from Enemy
    if @battler.is_a?(Game_Enemy)
      # Use spritesheet cell unless specified
      unless DEFAULT_ENEMY or DEFAULT_ENEMY_ID.include?(@battler.id)
        cell_obtain
      else
        self.src_rect.set(0, 0, @width, @height)
      end
    # Or get it from an actor 
    else
      # Use spritesheet cell unless specified
      unless DEFAULT_ACTOR or DEFAULT_ACTOR_ID.include?(@battler.id)
        cell_obtain
      else
        self.src_rect.set(0, 0, @width, @height)
      end
    end
   
    # Position Sprite
    self.x = @display_x
    self.y = @display_y
    self.z = @display_z
    self.ox = @width / 2
    self.oy = @height
   
    #  Party Turned Around
    #  $game_temp.advantage_set == 6
   
    # Adjust sprite direction if facing the other way...
    if $game_system.sv_angle == 1
      if @battler.is_a?(Game_Actor)
        mirror_pose_unless(6)
      else
        if MNK_MIRROR_ENEMIES
          mirror_pose_if(5)
        else
          mirror_pose_unless(5)
        end
      end
    else
      if @battler.is_a?(Game_Actor)
        mirror_pose_if(6)
      else
        if MNK_MIRROR_ENEMIES
          mirror_pose_unless(5)
        else
          mirror_pose_if(5)
        end
      end
    end
   
    # Setup Frames per Pose
    poseframe = MNK_FRAMES_STANDARD
    if @battler.is_a?(Game_Actor)
      poseframe = cell_divider(MNK_FRAMES_ACTOR,  MNK_FRAMES_STANDARD) if cell_divider(MNK_FRAMES_ACTOR,  MNK_FRAMES_STANDARD) != nil
    else
      poseframe = cell_divider(MNK_FRAMES_ENEMY,  MNK_FRAMES_STANDARD) if cell_divider(MNK_FRAMES_ENEMY,  MNK_FRAMES_STANDARD) != nil
    end
    pose_chk = 0
    pose_chk = @pose+1 if @pose != nil
    poseframe = MNK_FRAMES_PER_POSE[pose_chk] if MNK_FRAMES_PER_POSE.include?(pose_chk)
    # Set Advanced Poses for Actors
    if @battler.is_a?(Game_Actor)
      pose_temp = MNK_POSES_FR_ACTOR[@battler.id] if MNK_POSES_FR_ACTOR.include?(@battler.id)
      poseframe = pose_temp[pose_chk] if pose_temp.include?(pose_chk)
    end   
    # Set Advanced Poses for Enemies
    if @battler.is_a?(Game_Enemy)
      pose_temp = MNK_POSES_FR_ENEMY[@battler.id] if MNK_POSES_FR_ENEMY.include?(@battler.id)
      poseframe = pose_temp[pose_chk] if pose_temp.include?(pose_chk)
    end
   
    # Make visible if returned to life
    unless @battler.dead?
      self.visible = true if @pose == pose_obtain(MNK_POSE1, MNK_APOSE1, MNK_EPOSE1)
      @freeze = false unless $game_system.victory
    end

    # Setup Animation
    time = Graphics.frame_count / (Graphics.frame_rate / MNK_SPEED)
    if @last_time < time
      @frame = (@frame + 1) % poseframe
      if @frame == 0
        if @freeze
          @frame = poseframe - 1
          return
        end
        @pose = state
      end
    end
    @last_time = time
   
    # Setup Dying Animation
    if @battler.dead?
      if @dying == true
        @pose = state
        @dying = false
      end
    # Otherwise, all non-dead actions... 
    else
      # Setup/Ready for Battle (Let's get ready to RUMBLE!)
      if @s_pose == false
        tmp_pose = pose_obtain(MNK_POSES_SETUP, MNK_POSES_SETUP_A, MNK_POSES_SETUP_E)
        if tmp_pose != nil
          @pose = tmp_pose
          @s_pose = true           
        end
      end
      # If Victory pose (Who's your daddy?)
      if @battler.is_a?(Game_Actor)
        if $game_system.victory == true
          if @winning == true
            @pose = state
            @winning = false
          end
        end
      end
    end
   
    # Move It
    move if moving
  end
 
  #--------------------------------------------------------------------------
  # * Current State
  #--------------------------------------------------------------------------
  def state
    # Reset Statusd Flag   
    @statusd = false
   
    # Set Translucency if not dead
    unless @battler.dead?
      if @battler.is_a?(Game_Actor)
        battler_translucency(@battler, MNK_TRANSLUCENT_ACTOR)
      else
        battler_translucency(@battler, MNK_TRANSLUCENT_ENEMY)
      end
    end
   
    # Damage State
    if [nil,{}].include?(@battler.damage)
      # Battler Fine
      state = pose_obtain(MNK_POSE1, MNK_APOSE1, MNK_EPOSE1)
      # Battler Wounded
      temp_woozy = MNK_LOW_HP_PERCENTAGE
      if @battler.is_a?(Game_Actor)
        temp_woozy = MNK_LOW_HP_ACTOR[@battler.id] if MNK_LOW_HP_ACTOR[@battler.id] != nil
      end
      if @battler.is_a?(Game_Enemy)
        temp_woozy = MNK_LOW_HP_ENEMY[@battler.id] if MNK_LOW_HP_ENEMY[@battler.id] != nil
      end
      # If Set to Flat Rate
      if MNK_LOW_HP_FLAT
        if @battler.hp < temp_woozy
          state = pose_obtain(MNK_POSE3, MNK_APOSE3, MNK_EPOSE3)
          @statusd = true
        end
      # Otherwise, use percentage of battler's health
      else
        if @battler.hp < @battler.maxhp * temp_woozy
          state = pose_obtain(MNK_POSE3, MNK_APOSE3, MNK_EPOSE3)
          @statusd = true
        end
      end
      # Battler Status-Effect
      for i in @battler.states
        tmp_pose2 = pose_array_obtain(MNK_POSES_STATUS, MNK_POSES_STAT_A, MNK_POSES_STAT_E, i)
        state = tmp_pose2 if tmp_pose2 != nil
        @statusd = true if tmp_pose2 != nil
      end
      # If Battler Dead
      if @battler.dead?
        # If using default battlers or default collapse
        if (DEFAULT_COLLAPSE_ACTOR and @battler.is_a?(Game_Actor)) or
          (DEFAULT_COLLAPSE_ENEMY and @battler.is_a?(Game_Enemy)) or
          (DEFAULT_ACTOR and @battler.is_a?(Game_Actor)) or
          (DEFAULT_ENEMY and @battler.is_a?(Game_Enemy)) or
          (DEFAULT_ENEMY_ID.include?(@battler.id) and @battler.is_a?(Game_Enemy)) or
          (DEFAULT_ACTOR_ID.include?(@battler.id) and @battler.is_a?(Game_Actor))
          # Do absolutely nothing :)
        else
          # Dying Animation pose
          if @dying == true
            tmp_pose = pose_obtain(MNK_POSES_DYING, MNK_POSES_DYING_a, MNK_POSES_DYING_E)
            if tmp_pose != nil
              state = tmp_pose
            else
              state = dying_pose
            end 
          else
            state = dying_pose
          end
         
          # Fix Opacity
          if @battler.is_a?(Game_Enemy)
            if MNK_TRANSLUCENT_ENEMY.include?(@battler.id)
              set_translucency(@battler, MNK_TRANSLUCENCY)
            else
              set_translucency(@battler, 255)
            end
          else
            if MNK_TRANSLUCENT_ACTOR.include?(@battler.id)
              set_translucency(@battler, MNK_TRANSLUCENCY)
            else
              set_translucency(@battler, 255)
            end
          end
        end
      end
    end
 
    # Casting State
    if @battler.casted
      state = casting_pose if $game_system.mnk_det_para_spell and @battler.spelling?
      state = casting_pose if $game_system.mnk_det_sd_casting and @battler.sd_casting
      state = casting_pose if $game_system.mnk_det_rtab_systm and @battler.rtp != 0
    end
   
    # Victory State
    if @battler.is_a?(Game_Actor)
      if $game_system.victory
        if not @battler.dead?
          if @winning == true
            # A Pre-Winning Pose display
            if MNK_POSES_WINNING != nil
              tmp_pose = pose_obtain(MNK_POSES_WINNING, MNK_POSES_WINNING_A, MNK_POSES_WINNING_E)
              state = tmp_pose if tmp_pose != nil
            end
          else
            # Final Pose
            state = victory_pose
          end
        else
          # Final Pose
          state = victory_pose
        end       
      end
    # Perform check for Enemies 
    else
      if $game_system.defeat
        if not @battler.dead?
          if @winning == true
            if MNK_POSES_WINNING != nil
              tmp_pose = pose_obtain(MNK_POSES_WINNING, MNK_POSES_WINNING_A, MNK_POSES_WINNING_E)
              state = tmp_pose if tmp_pose != nil
            end
          else
            # Final Pose
            state = victory_pose
          end
        else
          # Final Pose
          state = victory_pose
        end       
      end
    end
   
    # Guarding State (not if dead OR in victory)
    if not @battler.dead?
      if not $game_system.victory
        if @statusd == false
          state = pose_obtain(MNK_POSE4, MNK_APOSE4, MNK_EPOSE4) if @battler.guarding?
        end
      end
    end
    # Moving State
    if moving
    # Adjust sprite direction if facing the other way...
      if $game_system.sv_angle == 1
        # If enemy battler moving
        if @battler.is_a?(Game_Enemy)
          # Battler Moving Left
          state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(0)
          # Battler Moving Right
          state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(1)
        # Else actor battler moving
        else
          # Battler Moving Left
          state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(0)
          # Battler Moving Right
          state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(1)
        end
      else     
        # If enemy battler moving
        if @battler.is_a?(Game_Enemy)
          # Battler Moving Left
          state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(0)
          # Battler Moving Right
          state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(1)
        # Else actor battler moving
        else
          # Battler Moving Left
          state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(0)
          # Battler Moving Right
          state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(1)
        end
      end
    end
    # Return State
    return state
  end
 
  #--------------------------------------------------------------------------
  # * Move
  #--------------------------------------------------------------------------
  def move
    time = Graphics.frame_count / (Graphics.frame_rate.to_f / (MNK_SPEED * 5))
   
    if @last_move_time < time
      # Pause for Animation
      return if @pose != state
        # The standard 'full' opacity
        opa = 255
        if @battler.is_a?(Game_Enemy) and MNK_TRANSLUCENT_ENEMY.include?(@battler.id)
          opa = MNK_TRANSLUCENCY
        end
        if @battler.is_a?(Game_Actor) and MNK_TRANSLUCENT_ACTOR.include?(@battler.id)
          opa = MNK_TRANSLUCENCY
        end
 
      # Phasing
      self.opacity = phasing(opa)  if MNK_PHASING
      if @battler.is_a?(Game_Actor)
        self.opacity = phasing(opa) if MNK_PHASING_ACTOR.include?(@battler.id)
      else     
        self.opacity = phasing(opa) if MNK_PHASING_ENEMY.include?(@battler.id)
      end
     
      # Calculate Difference
      difference_x = (@display_x - @destination_x).abs
      difference_y = (@display_y - @destination_y).abs
      difference_z = (@display_z - @destination_z).abs 
      # Done? Reset, Stop
      if [difference_x, difference_y].max.between?(0, 8)
        @display_x = @destination_x
        @display_y = @destination_y
        @display_z = @destination_z
        @pose = state
        return
      end
     
      # Calculate Movement Increments
      increment_x = increment_y = 1
      if difference_x < difference_y
        increment_x = 1.0 / (difference_y.to_f / difference_x)
      elsif difference_y < difference_x
        increment_y = 1.0 / (difference_x.to_f / difference_y)
      end
      increment_z = increment_y
 
      # Calculate Movement Speed
      if MNK_CALC_SPEED
        total = 0; $game_party.actors.each{ |actor| total += actor.agi }
        speed = @battler.agi.to_f / (total / $game_party.actors.size)
        increment_x *= speed
        increment_y *= speed
        increment_z *= speed
      end
     
      # Multiply and Move
      multiplier_x = MNK_RUSH_SPEED * (@destination_x - @display_x > 0 ? 8 : -8)
      multiplier_y = MNK_RUSH_SPEED * (@destination_y - @display_y > 0 ? 8 : -8)
      multiplier_z = MNK_RUSH_SPEED * (@destination_z - @display_z > 0 ? 8 : -8)     
      @display_x += (increment_x * multiplier_x).to_i
      @display_y += (increment_y * multiplier_y).to_i
      @display_z += (increment_z * multiplier_z).to_i
     
    end
    @last_move_time = time
  end
 
  #--------------------------------------------------------------------------
  # * Set Movement
  #--------------------------------------------------------------------------
  def setmove(destination_x, destination_y, destination_z)
    unless (@battler.is_a?(Game_Enemy) and MNK_STATIONARY_ENEMIES) or
          (@battler.is_a?(Game_Actor) and MNK_STATIONARY_ACTORS)
      unless MNK_STATIONARY_WEAPONS.include?(@battler.weapon_id) or
            MNK_STATIONARY_SKILLS.include?(@skill_used) or
            MNK_STATIONARY_ITEMS.include?(@item_used)
        @original_x = @display_x
        @original_y = @display_y
        @original_z = @display_z         
        @destination_x = destination_x
        @destination_y = destination_y
        @destination_z = destination_z
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # * Movement Check
  #--------------------------------------------------------------------------
  def moving
    if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
      return (@display_x > @destination_x ? 0 : 1)
    end
  end
 
  #--------------------------------------------------------------------------
  # * Set Pose
  #--------------------------------------------------------------------------
  def pose=(pose)
    @pose = pose
    @frame = 0
  end
 
  #--------------------------------------------------------------------------
  # * Freeze
  #--------------------------------------------------------------------------
  def freeze
    @freeze = true
  end
 
  #--------------------------------------------------------------------------
  # * Fallen Pose
  #--------------------------------------------------------------------------
  if @derv_anim_bat_stack.nil?
    @derv_anim_bat_stack = true
    alias mnk_collapse collapse
    def collapse
      if @battler.is_a?(Game_Actor)
        mnk_collapse if DEFAULT_ACTOR
        mnk_collapse if DEFAULT_COLLAPSE_ACTOR
        if DEFAULT_ACTOR_ID != nil
          mnk_collapse if DEFAULT_ACTOR_ID.include?(@battler.id)
        end
      else
        mnk_collapse if DEFAULT_ENEMY
        mnk_collapse if DEFAULT_COLLAPSE_ENEMY
        if DEFAULT_ENEMY_ID != nil
          mnk_collapse if DEFAULT_ENEMY_ID.include?(@battler.id)
        end
      end
    end
   
=begin
      if DEFAULT_COLLAPSE_ENEMY
        mnk_collapse if @battler.is_a?(Game_Enemy)
      end
      if DEFAULT_COLLAPSE_ACTOR
        mnk_collapse if @battler.is_a?(Game_Actor)
      end
      if DEFAULT_ENEMY
        mnk_collapse if @battler.is_a?(Game_Enemy)
      end
      if DEFAULT_ACTOR
        mnk_collapse if @battler.is_a?(Game_Actor)
      end
      if DEFAULT_ENEMY_ID != nil
        if DEFAULT_ENEMY_ID.include?(@battler.id)
          mnk_collapse if @battler.is_a?(Game_Enemy)
        end
      end
      if DEFAULT_ACTOR_ID != nil
        if DEFAULT_ACTOR_ID.include?(@battler.id)
          mnk_collapse if @battler.is_a?(Game_Actor)
        end
      end
=end     

  end

  #--------------------------------------------------------------------------
  # * Phasing / Vanishing
  #--------------------------------------------------------------------------
  def phasing(opa)
    d1 = (@display_x - @original_x).abs
    d2 = (@display_y - @original_y).abs
    d3 = (@display_x - @destination_x).abs
    d4 = (@display_y - @destination_y).abs
    return [opa - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
  end
 
  #--------------------------------------------------------------------------
  # * Mirror Pose If...
  #--------------------------------------------------------------------------
  def mirror_pose_if(adv_value)
    if $game_temp.advantage_set == adv_value
      self.mirror = true
    else
      self.mirror = false
    end
  end

  #--------------------------------------------------------------------------
  # * Mirror Pose Unless...
  #--------------------------------------------------------------------------
  def mirror_pose_unless(adv_value)
    unless $game_temp.advantage_set == adv_value
      self.mirror = true
    else
      self.mirror = false
    end
  end
 
  #--------------------------------------------------------------------------
  # * Casting Pose
  #--------------------------------------------------------------------------
  def casting_pose
    tmp_pose = pose_obtain(MNK_POSES_CASTPREP, MNK_POSES_CASTPREP_A, MNK_POSES_CASTPREP_E)
    tmp_pose2 = pose_array_obtain(MNK_POSES_CASTED, MNK_POSES_CASTED_A, MNK_POSES_CASTED_E, @battler.skill_casted)
    tmp_pose = tmp_pose2 if tmp_pose2 != nil
    state = tmp_pose if tmp_pose != nil
    return state
  end

  #--------------------------------------------------------------------------
  # * Final Victory Pose
  #--------------------------------------------------------------------------
  def victory_pose
    tmp_pose = MNK_POSE10-1
    tmp_pose = MNK_APOSE10[@battler.id]-1 if MNK_APOSE10[@battler.id] != nil
    if not MNK_LOOPS_WINNING.include?(@battler.id)
      @freeze = true
    end
    return tmp_pose
  end
  #--------------------------------------------------------------------------
  # * Final Victory Pose
  #--------------------------------------------------------------------------
  def dying_pose
    state = pose_obtain(MNK_POSE11, MNK_APOSE11, MNK_EPOSE11)
    if @battler.is_a?(Game_Actor)
      @freeze = true if not MNK_LOOPS_DEFEATED_ACTOR.include?(@battler.id)
    else
      @freeze = true if not MNK_LOOPS_DEFEATED_ENEMY.include?(@battler.id)
    end
    return state
  end 
 
  #--------------------------------------------------------------------------
  # * Battler Translucency
  #    battler            : actor or enemy battler
  #    battler_trans      : translucency array for battler
  #--------------------------------------------------------------------------
  def battler_translucency(battler, battler_trans)
    tcheck = {}
    tcheck = battler_trans
    set_translucency(battler, MNK_TRANSLUCENCY) if tcheck.include?(battler.id)
  end
 
  #--------------------------------------------------------------------------
  # * Set Translucency
  #    battler            : actor or enemy battler
  #    trans_level        : translucency level
  #--------------------------------------------------------------------------
  def set_translucency(battler, trans_level)
    if battler.hidden
      self.opacity  = 0
    else
      self.opacity  = MNK_TRANSLUCENCY
    end
  end
   
  #--------------------------------------------------------------------------
  # * Cell Divider
  #    divider_check      : array to divide cells by custom actor or enemy
  #    divider_standard  : standard number to divide by
  #--------------------------------------------------------------------------
  def cell_divider(divider_check, divider_standard)
    dcheck = {}
    divided_cell = divider_standard
    dcheck = divider_check
    if dcheck != nil
      if dcheck.include?(@battler.id)
        divided_cell = dcheck[@battler.id] if dcheck[@battler.id] != nil
      end
    end
    return divided_cell       
  end
 
  #--------------------------------------------------------------------------
  # * Obtain Individual Cell
  #--------------------------------------------------------------------------
  def cell_obtain
    # Only permit for valid poses & frames
    if @pose != nil
      if @frame != nil
        self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # * Obtain Pose
  #    pose_base  : default pose to return
  #    pose_actor  : list of poses for actors
  #    pose_enemy  : list of poses for enemies
  #--------------------------------------------------------------------------
  def pose_obtain(pose_base, pose_actor, pose_enemy)
    # create Arrays
    pos_a = {}
    pos_e = {}
    # fill created Arrays & Set pose
    pos_a = pose_actor
    pos_e = pose_enemy
    pose_now = pose_base
    # Obtain pose if not a standard pose
    if @battler.is_a?(Game_Actor)
      pose_now = pos_a[@battler.id] if pos_a[@battler.id] != nil
    else
      pose_now = pos_e[@battler.id] if pos_e[@battler.id] != nil
    end
    # Return the final pose (minus 1 for neceties)
    pose_now -= 1 if pose_now != nil
    return pose_now
  end
 
  #--------------------------------------------------------------------------
  # * Obtain Pose from hashes
  #    hash_base  : hash with default poses
  #    hash_actor  : advanced list of poses for actors
  #    hash_enemy  : advanced list of poses for enemies
  #    condition  : value determining where to get the final pose
  #--------------------------------------------------------------------------
  def pose_array_obtain(hash_base, hash_actor, hash_enemy, condition)
    # create Arrays
    hash_b    = {}
    hash_a    = {}
    hash_e    = {}
    pose_temp = {}
    # fill created Arrays & Set pose
    hash_b = hash_base
    hash_a = hash_actor
    hash_e = hash_enemy
    # Setup the temp Array
    if @battler.is_a?(Game_Actor)
      pose_temp = hash_a[@battler.id] if hash_a.include?(@battler.id)
    else
      pose_temp = hash_e[@battler.id] if hash_e.include?(@battler.id)
    end
    # Obtain the base pose based on condition (or nil)
    pose_now = hash_b[condition] if hash_b.include?(condition)
    # Obtain the optional actor/enemy pose based on condition (unless nil)
    pose_now = pose_temp[condition] if pose_temp.include?(condition)
    # Return the final pose (minus 1 for neceties)
    pose_now -= 1 if pose_now != nil
    return pose_now
  end
end


Yes, look at the version number....and yes, my battlers have a vitctory pose in the 10th frame.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top