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(3 edits)

Thank you for the follow :)

Note that there will be a bit of overlap between the layers I make, since there’s a trade-off between how different the battle events that can trigger animations in a layer can be and how well the rules can react to specific context of an event.

For example, Battler Reaction Flipbooks will let you filter conveniently by how much damage an action did as percentage of the target’s max HP or its elemental effectivity, among many other action-related conditions, and can be used to make that damage-scaled fake knockback you saw in the video.

However, if you need only a simple general damage reaction per battler, then Occasional Battler Flipbooks will be enough, since it can be used to play an animation whenever the Game_Battler.prototype.performDamage engine function is called.
That one will come with a handy drop-down with suggestions for about 160 battler-related engine functions it can dynamically hook into, but without the additional filter conditions available in more specific layers.