Jens009's Breath of Fire Cross Command, VX Version Script |
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Jul 29 2008, 06:44 PM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
Type: Scripter
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BOF Cross Command Version: 1.1 Author: Jens009 base from blazingamer Release Date: July 29, 2008 Updated: August 5, 2008
IntroductionRequested by: comeonman1111 Replaces the old command window with a picture oriented cross command window Features- A Cross Command Window that contains the following battle actions: - Attack - Skill - Item - Defend - Escape - Left Justify feature - Blur Commands Feature (Only applicable to Battle Deactivation Patch) - Should be compatible with other battle add on scripts since methods were aliased. (Except for one. Look at script for more info) ScriptBy Default, Left Justify is set to falseCODE #=============================================================================== # Breath of Fire Cross Command Window VX version # Script: Exclusive to rpgrevolution.com/forums # By: Jens009 (Translation and Modification) # Version 1.0 July 29, 2008 # Version 1.1 July 31, 2008 # Originally by Blazingamer # Contact me at Rpgrevolution.com/Forums # # Rant: The Black Knights will liberate Japan # Left Justify was irritating yet fun! =D # HAPPY B-DAY to my certain friend =D # # # Change Log: # - Version 1.0 : Default code # - Version 1.1: # Change Window size to 128x128 # Added LEFTJUSTIFY option # aliased two more methods # Description: # Changes the default actor commands with a "cross-command" using # 32x32 pictures. # Instructions: # Since version 1.1, # 1) Place below materials but above everything that modifies Scene_Battle in # anyway to increase compatibility # 2) Import the proper pictures to Graphics/Pictures # # Notes: # Version 1.0 # 2 methods were aliased from Scene_Battle. # 1 method was directly edited from Scene_Battle # Version 1.1 # 2 more methods were aliased from Scene_Battle # # # # Compatibility: # Should be compatible with most systems or add ons # May cause errors with method # start_actor_command_selections # Using Left Justified decreases compatibility. # # Modifications: # I. Changing the pictures: # Go to folder Graphics/Pictures # Import your desired 32x32 pictures # Make sure you named them as follows: # Attack.png # Magic.png # Items.png # Run.png # They should be self explanatory. # II. Check the config section to further modify the cross window #===============================================================================
#=============================================================================== # Config #===============================================================================
LEFTJUSTIFY = false # set to true if cross command is left justified CC_WINDOW_OPACITY = 255 # 0- Transparent, 155- Semi-Transparent, 255-Full
#=============================================================================== # CrossCommand Window class # class handles the cross command window #===============================================================================
class CrossCommand < Window_Selectable #==========================================================================
# Initialize: Windows, Command list, Item size, and draw methods #==========================================================================
def initialize super (0, 0, 128, 128) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = CC_WINDOW_OPACITY @commands = ["attack", "magic","defend","items","run away"] @item_max = 5 draw_item(0, 32,32,"Attack") draw_item(1, 32,0, "Magic") draw_item(2, 64,32,"Defend") draw_item(3, 0,32, "Items") draw_item(4, 32,64, "Run") self.active = false self.visible = true self.index = 0 end #============================================ # Define Method draw_item. #============================================ # index: Command index # x: Coordinate of bitmap # y: Coordinate of bitmap # picture: Picture name from index #============================================ def draw_item(index, x, y, picture) bitmap = Cache.picture(picture) self.contents.blt(x, y, bitmap, Rect.new(0, 0, 32, 32)) end #============================================ # Update Cursor Information #============================================ # index 0 Attack # 1 Skill # 2 Defend # 3 Item # 4 Run #============================================ def update update_cursor end def update_cursor if index == 3 self.cursor_rect.set(0, 32, 32, 32) elsif index == 2 self.cursor_rect.set(64, 32, 32, 32) elsif index == 1 self.cursor_rect.set(32,0,32,32) elsif index == 4 self.cursor_rect.set(32,64,32,32) else self.cursor_rect.set(32,32,32,32) end if Input.press?(Input::LEFT) @index = 3 elsif Input.press?(Input::RIGHT) @index = 2 elsif Input.press?(Input::UP) @index = 1 elsif Input.press?(Input::DOWN) @index = 4 else @index = 0 end end end
#=============================================================================== # # Scene_Battle # Note: Methods were modified both by # aliases and direct edits. # Aliases used: # alias jens009_create_info_viewport_cross_command create_info_viewport # alias jens009_acommand_cross_command update_actor_command_selection # alias jens009_start_target_cross_command start_target_enemy_selection # alias jens009_end_target_cross_command end_target_enemy_selection # Method directly modified: # start_actor_command_selection #=============================================================================== # class Scene_Battle alias jens009_create_info_viewport_cross_command create_info_viewport alias jens009_acommand_cross_command update_actor_command_selection alias jens009_start_target_cross_command start_target_enemy_selection alias jens009_end_target_cross_command end_target_enemy_selection def start_actor_command_selection @party_command_window.active = false # The next line is specifcally for class Window_ActorCommand # Do not, uncomment the line. The line was commented to show that this # line of code is not needed. Also to show that the method # start_actor_command_selection was directly edited from Scene_Battle #@actor_command_window.setup(@active_battler) @actor_command_window.active = true @actor_command_window.index = 0 end def create_info_viewport jens009_create_info_viewport_cross_command #Create Cross Command @actor_command_window = CrossCommand.new #Make Cross Comand window part of viewport @actor_command_window.viewport =@info_viewport #Change coordinates of Cross Command window # Start check of justification if LEFTJUSTIFY == true @actor_command_window.x = 0 @party_command_window.x = 544 @status_window.x = 128 else @actor_command_window.x = 544 end #END JUSTIFICATION CHECK end if LEFTJUSTIFY == true def update_info_viewport @party_command_window.update @actor_command_window.update @status_window.update if @actor_command_window.active and @info_viewport.ox > 0 @info_viewport.ox -= 16 elsif @party_command_window.active and @info_viewport.ox < 128 @info_viewport.ox += 16 end end
#-------------------------------------------------------------------------- # * Start Target Enemy Selection #-------------------------------------------------------------------------- def start_target_enemy_selection jens009_start_target_cross_command # Call default methods #Start of Edit @target_enemy_window.x = 128 @info_viewport.rect.x -= @target_enemy_window.width @info_viewport.ox -= @target_enemy_window.width @status_window.visible = false end #-------------------------------------------------------------------------- # * End Target Enemy Selection #-------------------------------------------------------------------------- def end_target_enemy_selection # Start of edit @info_viewport.rect.x += @target_enemy_window.width @info_viewport.ox += @target_enemy_window.width @status_window.visible = true jens009_end_target_cross_command #Call default methods end end # END LEFTJUSTIFY CHECK
def update_actor_command_selection if Input.trigger?(Input::C) case @actor_command_window.index when 4 if $game_troop.can_escape == false Sound.play_buzzer return end # End Can Escape Sound.play_decision process_escape end # End Case end # End If Statement jens009_acommand_cross_command #Call other commands end #End method #====================================# # END OF CLASS MODIFICATION # #====================================# end CODE #===================================================================# # Breath of Fire Cross Command Window VX version # # Script: Exclusive to rpgrevolution.com/forums # # By: Jens009 (Translation and Modification) # # Originally by Blazingamer # # Contact me at Rpgrevolution.com/Forums # # Rant: The Black Knights will liberate Japan # # # # Change Log: # # - Version 1.0 : Default code # # Description: # # Changes the default actor commands with a "cross-command" using # # 32x32 pictures. # # Notes: 2 methods were aliased from Scene_Battle. # # 1 method was directly edited from Scene_Battle # # # # Compatibility: # # Should be compatible with most systems or add ons # # Uncompatible with battle systems that have weird methods. # # May cause errors that modifies start_actor_command_selection # # # # Changing the pictures: # # Go to folder Graphics/Pictures # # Import your desired 32x32 pictures # # Make sure you named them as follows: # # Attack.png # # Magic.png # # Items.png # # Run.png # # They should be self explanatory. # #===================================================================#
#===================================================================# # CrossCommand Window class # # class handles the cross command window # #===================================================================# class CrossCommand < Window_Selectable #================================================================ # Initialize: Windows, Command list, Item size, and draw methods #================================================================= def initialize super (0, 0, 125, 125) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 255 @commands = ["attack", "magic","defend","items","run away"] @item_max = 5 draw_item(0, 32,32,"Attack") draw_item(1, 32,0, "Magic") draw_item(2, 64,32,"Defend") draw_item(3, 0,32, "Items") draw_item(4, 32,64, "Run") self.active = false self.visible = true self.index = 0 end #============================================ # Define Method draw_item. #============================================ # index: Command index # x: Coordinate of bitmap # y: Coordinate of bitmap # picture: Picture name from index #============================================ def draw_item(index, x, y, picture) bitmap = Cache.picture(picture) self.contents.blt(x, y, bitmap, Rect.new(0, 0, 32, 32)) end #============================================ # Update Cursor Information #============================================ # index 0 Attack # 1 Skill # 2 Defend # 3 Item # 4 Run #============================================ def update update_cursor end def update_cursor if index == 3 self.cursor_rect.set(0, 32, 32, 32) elsif index == 2 self.cursor_rect.set(64, 32, 32, 32) elsif index == 1 self.cursor_rect.set(32,0,32,32) elsif index == 4 self.cursor_rect.set(32,64,32,32) else self.cursor_rect.set(32,32,32,32) end if Input.press?(Input::LEFT) @index = 3 elsif Input.press?(Input::RIGHT) @index = 2 elsif Input.press?(Input::UP) @index = 1 elsif Input.press?(Input::DOWN) @index = 4 else @index = 0 end end end
#=============================================================================== # # Scene_Battle # Note: Methods were modified both by # aliases and direct edits. # Aliases used: # alias jens009_create_info_viewport_cross_command create_info_viewport # alias jens009_acommand_cross_command update_actor_command_selection # Method directly modified: # start_actor_command_selection #=============================================================================== # class Scene_Battle alias jens009_create_info_viewport_cross_command create_info_viewport alias jens009_acommand_cross_command update_actor_command_selection def start_actor_command_selection @party_command_window.active = false # The next line is specifcally for class Window_ActorCommand # Do not, uncomment the line. The line was commented to show that this # line of code is not needed. Also to show that the method # start_actor_command_selection was directly edited from Scene_Battle #@actor_command_window.setup(@active_battler) @actor_command_window.active = true @actor_command_window.index = 0 end def create_info_viewport jens009_create_info_viewport_cross_command #Create Cross Command @actor_command_window = CrossCommand.new #Make Cross Comand window part of viewport @actor_command_window.viewport =@info_viewport #Change coordinates of Cross Command window @actor_command_window.x = 544 end def update_actor_command_selection if Input.trigger?(Input::C) case @actor_command_window.index when 4 if $game_troop.can_escape == false Sound.play_buzzer return end # End Can Escape Sound.play_decision process_escape end # End Case end # End If Statement jens009_acommand_cross_command #Call other commands end #End method #====================================# # END OF CLASS MODIFICATION # #=================================# end [Show/Hide] Battle Command Deactivation Patch Version 1.1 Description: This blurs the commands when they are deactivated. Only use this when you are using my other script, Deactivate Battle CommandsReplace your current BOF Cross Command Script with this one: CODE #=============================================================================== # WARNING: THIS IS THE PATCH VERSION # Coded for Jens009's Battle Command Deactivation # This patch features: Commands become blur when they are deactivated. #=============================================================================== # Breath of Fire Cross Command Window VX version # Script: Exclusive to rpgrevolution.com/forums # By: Jens009 (Translation and Modification) # Version 1.0 July 29, 2008 # Version 1.1 July 31, 2008 # # # Originally by Blazingamer # Contact me at Rpgrevolution.com/Forums # # Rant: The Black Knights will liberate Japan # Left Justify was irritating yet fun! =D # HAPPY B-DAY to my certain friend =D # # # Change Log: # - Version 1.0 : Default code # - Version 1.1: # Change Window size to 128x128 # Added LEFTJUSTIFY option # aliased two more methods # Description: # Changes the default actor commands with a "cross-command" using # 32x32 pictures. # Instructions: # Since version 1.1, # 1) Place below materials but above everything that modifies Scene_Battle in # anyway to increase compatibility # 2) Import the proper pictures to Graphics/Pictures # # Notes: # Version 1.0 # 2 methods were aliased from Scene_Battle. # 1 method was directly edited from Scene_Battle # Version 1.1 # 2 more methods were aliased from Scene_Battle # # # # Compatibility: # Should be compatible with most systems or add ons # May cause errors with method # start_actor_command_selections # Using Left Justified decreases compatibility. # # Modifications: # I. Changing the pictures: # Go to folder Graphics/Pictures # Import your desired 32x32 pictures # Make sure you named them as follows: # Attack.png # Magic.png # Items.png # Run.png # They should be self explanatory. # II. Check the config section to further modify the cross window #=============================================================================== #=============================================================================== # Config #=============================================================================== LEFTJUSTIFY = true # set to true if cross command is left justified CC_WINDOW_OPACITY = 255 # 0- Transparent, 155- Semi-Transparent, 255-Full
#=============================================================================== # CrossCommand Window class # class handles the cross command window #===============================================================================
class CrossCommand < Window_Selectable
def initialize super (0, 0, 128, 128) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = CC_WINDOW_OPACITY @commands = ["attack", "magic","defend","items","run away"] @item_max = 5 if $game_troop.no_attack draw_disabled_item(0, 32,32,"Attack") else draw_item(0, 32,32,"Attack") end if $game_troop.no_skill # Deactive skill draw_disabled_item(1, 32,0, "Magic") else draw_item(1, 32,0, "Magic") end if $game_troop.no_guard # Deactive guard draw_disabled_item(2, 64,32,"Defend") else draw_item(2, 64,32,"Defend") end if $game_troop.no_item # Deactive item draw_disabled_item(3, 0,32, "Items") else draw_item(3, 0,32, "Items") end if $game_troop.can_escape == false draw_disabled_item(4, 32,64, "Run") else draw_item(4, 32,64, "Run") end end #========================================= # Define draw_disabled_item # Description: Blurs Command When deactivated #============================================ def draw_disabled_item(index, x, y, picture) bitmap = Cache.picture(picture) bitmap.radial_blur(50, 12) self.contents.blt(x, y, bitmap, Rect.new(0, 0, 32, 32)) end #============================================ # Define Method draw_item. #============================================ # index: Command index # x: Coordinate of bitmap # y: Coordinate of bitmap # picture: Picture name from index #============================================ def draw_item(index, x, y, picture) bitmap = Cache.picture(picture) self.contents.blt(x, y, bitmap, Rect.new(0, 0, 32, 32)) end
#============================================ # Update Cursor Information #============================================ # index 0 Attack # 1 Skill # 2 Defend # 3 Item # 4 Run #============================================ def update update_cursor end def update_cursor if index == 3 self.cursor_rect.set(0, 32, 32, 32) elsif index == 2 self.cursor_rect.set(64, 32, 32, 32) elsif index == 1 self.cursor_rect.set(32,0,32,32) elsif index == 4 self.cursor_rect.set(32,64,32,32) else self.cursor_rect.set(32,32,32,32) end if Input.press?(Input::LEFT) @index = 3 elsif Input.press?(Input::RIGHT) @index = 2 elsif Input.press?(Input::UP) @index = 1 elsif Input.press?(Input::DOWN) @index = 4 else @index = 0 end end end
#============================================== # # Scene_Battle # Note: Methods were modified both by # aliases and direct edits. # Aliases used: # alias jens009_create_info_viewport_cross_command create_info_viewport # alias jens009_acommand_cross_command update_actor_command_selection # alias jens009_start_target_cross_command start_target_enemy_selection # alias jens009_end_target_cross_command end_target_enemy_selection # Method directly modified: # start_actor_command_selection #====================================== # class Scene_Battle alias jens009_create_info_viewport_cross_command create_info_viewport alias jens009_acommand_cross_command update_actor_command_selection alias jens009_start_target_cross_command start_target_enemy_selection alias jens009_end_target_cross_command end_target_enemy_selection def start_actor_command_selection @party_command_window.active = false # The next line is specifcally for class Window_ActorCommand # Do not, uncomment the line. The line was commented to show that this # line of code is not needed. Also to show that the method # start_actor_command_selection was directly edited from Scene_Battle #@actor_command_window.setup(@active_battler) @actor_command_window.active = true @actor_command_window.index = 0 end def create_info_viewport jens009_create_info_viewport_cross_command #Create Cross Command @actor_command_window = CrossCommand.new #Make Cross Comand window part of viewport @actor_command_window.viewport =@info_viewport #Change coordinates of Cross Command window # Start check of justification if LEFTJUSTIFY == true @actor_command_window.x = 0 @party_command_window.x = 544 @status_window.x = 128 else @actor_command_window.x = 544 end #END JUSTIFICATION CHECK end if LEFTJUSTIFY == true def update_info_viewport @party_command_window.update @actor_command_window.update @status_window.update if @actor_command_window.active and @info_viewport.ox > 0 @info_viewport.ox -= 16 elsif @party_command_window.active and @info_viewport.ox < 128 @info_viewport.ox += 16 end end
#-------------------------------------------------------------------------- # * Start Target Enemy Selection #-------------------------------------------------------------------------- def start_target_enemy_selection jens009_start_target_cross_command # Call default methods #Start of Edit @target_enemy_window.x = 128 @info_viewport.rect.x -= @target_enemy_window.width @info_viewport.ox -= @target_enemy_window.width @status_window.visible = false end #-------------------------------------------------------------------------- # * End Target Enemy Selection #-------------------------------------------------------------------------- def end_target_enemy_selection # Start of edit @info_viewport.rect.x += @target_enemy_window.width @info_viewport.ox += @target_enemy_window.width @status_window.visible = true jens009_end_target_cross_command #Call default methods end end # END LEFTJUSTIFY CHECK
def update_actor_command_selection if Input.trigger?(Input::C) case @actor_command_window.index when 4 if $game_troop.can_escape == false Sound.play_buzzer return end # End Can Escape Sound.play_decision process_escape end # End Case end # End If Statement jens009_acommand_cross_command #Call other commands end #End method #====================================# # END OF CLASS MODIFICATION # #====================================# end CODE #================ # Jens009's Cross Command Left Justified Patch # for RPG Tanketai Battle System # Description: Bug fix for window placement # Instructions: Simply place below RPG Tanketai SBS #================= class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # MOVE VIEWPORT #-------------------------------------------------------------------------- def move1_info_viewport if LEFTJUSTIFY == true @info_viewport.ox = 0 loop do update_basic @info_viewport.ox += 8 @party_command_window.x += 8 @actor_command_window.x -= 8 break if @info_viewport.ox == 64 end # END LOOP else @info_viewport.ox = 128 loop do update_basic @info_viewport.ox -= 8 @party_command_window.x -= 8 @actor_command_window.x += 8 break if @info_viewport.ox == 64 end # END LOOP end # END CHECK end # END METHOD EDIT #-------------------------------------------------------------------------- # ● MOVE VIEWPORT #-------------------------------------------------------------------------- def move2_info_viewport if LEFTJUSTIFY == true @info_viewport.ox = 64 loop do update_basic @info_viewport.ox += 8 @party_command_window.x -= 8 @actor_command_window.x += 8 break if @info_viewport.ox == 128 end else @info_viewport.ox = 64 loop do update_basic @info_viewport.ox -= 8 @party_command_window.x += 8 @actor_command_window.x -= 8 break if @info_viewport.ox == 0 end # END LOOP end # END CHECK end #END METHOD EDIT end # END CLASS Customization You can change the graphics of the icon by replacing the current ones from your Graphics/Pictures folder. Simply change the icons with a 32x32 picture that has the same corresponding name The icons name's are as follows: Attack.png Magic.png Defend.png Items.png Run.png When changing the names, remember, ruby is case sensitive so make sure you input the correct cases. Compatibility Two methods that are rarely used were aliased to increase compatibility. Only one method was directly changed (to be specific, I had to delete a line). This method isn't use that much anyway. Refer to the script for more information. ScreenshotWell what do you know? It's compatible with my Enemy HP windows. XD  LEFTJUSTIFY = True DEMONone Needed. InstallationCopy the script and paste it above main and below any Battle modifications Save and paste these to your Graphics/Pictures folder. The images should have the respective names of: Attack.png  Magic.png  Defend.png Items.png  Run.png FAQ I have a 1337 suggestion.!!1-Post it up and tell me about it. =] There'zz a cockroach in urr systemzz-Post it up and tell me in detail: How it happened What did you do before it happened What scripts do you have What scripts do you think is conflicting with it. Anything that you think might helpful. Terms and ConditionsThis script is for non-commercial use only.Contact me for commercial uses (No. I don't want your money) Give credit to where it is due or I'll use Geass on you. The script is exclusive to RRR. The script is free to be modified by if you are to repost the script with said modifications, contact me. Unless those terms are followed. You are not allowed to use this script. CreditsJens009: Translation, Modification, Iplmentation Blazingamer: Script Basis.
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Jul 29 2008, 08:16 PM
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Level 2

Group: Member
Posts: 21
Type: Event Designer
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Jens009, THANK YOU SO MUCH FOR THIS SCRIPT!!! IT'S EXACTLY WHAT I WANTED!
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Jul 29 2008, 08:21 PM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
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QUOTE (GunZz @ Jul 29 2008, 08:09 PM)  QUOTE (comeonman1111 @ Jul 29 2008, 08:38 PM)  Jens009, THANK YOU SO MUCH FOR THIS SCRIPT!!! IT'S EXACTLY WHAT I WANTED! You're welcome. =] @Gunzz: Tomorrow I shall make version 1.1 Where you can select either left justify mode or right justify mode.
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Jul 30 2008, 06:47 PM
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Level 1

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I do like this one. Is it possible to add more commands? My project has a Party and Auto commands. Instead of a cross it could look like a square. XXX X X XXX Would allow for a total of 8 commands instead of the base 5 you are using now. Not sure what my 8th one would be but, I am sure I can come up with something Let me know if its possible.
This post has been edited by kreytor: Jul 30 2008, 06:50 PM
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Jul 30 2008, 08:33 PM
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Google it before asking stupid questions!!!

Group: Revolutionary
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Definately using this, and its compatible with RPG Tankentai Battle System 2.6 Trans+Addons by Kylock, too good to be true. I am looking forward to you making the window right justified though  EDIT: Errr Left Justified @_@
This post has been edited by Loki333: Jul 30 2008, 08:35 PM
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Jul 30 2008, 11:41 PM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
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Well first off, thanks for your replies. I'm glad the cross command works with the battle systems you guys are using. I must say that you guys should also thanks puppeto4 or Yanxie This high compatibility rate wouldn't have been possible without her alias tutorial. Thanks puppeto! Now time to answer questions: QUOTE (kreytor @ Jul 30 2008, 07:09 PM)  I do like this one. Is it possible to add more commands? My project has a Party and Auto commands. Instead of a cross it could look like a square. XXX X X XXX Would allow for a total of 8 commands instead of the base 5 you are using now. Not sure what my 8th one would be but, I am sure I can come up with something Let me know if its possible. Yes this is certainly possible. But it wouldn't be called "breath of fire cross command" now would it? I guess I'll take on this request in the future and adapt this feature as an extension so that more commands are possible within the menu. I'll probably get it done sooner or later, but I have to set my priorities first. =] QUOTE (Fade @ Jul 30 2008, 08:47 PM)  A very nice script, and for me it's something that will be very useful as well. I'm working on a project that is somewhat of a Breath of Fire fangame (albeit in a very loose sense), and this is great for it. I'm glad that you're making a left aligned version too, as that's where I'd prefer to have it. Thanks.  oh? A breath of fire fan-game? That sounds great. Well, thanks for choosing this script as your command menu. =D QUOTE (Loki333 @ Jul 30 2008, 08:55 PM)  Definately using this, and its compatible with RPG Tankentai Battle System 2.6 Trans+Addons by Kylock, too good to be true. I am looking forward to you making the window right justified though  EDIT: Errr Left Justified @_@ Yes! I'm glad it works with your battle system. Aliasing really helps. Ok. Here's the thing about the left justified. When I make the command left justified, I would have to be messing more around with Scene_Battle. The more I mess around with the default script, the lesser the compatibility it would be for your gaming systems. I'm not saying it's not possible but I'm just saying that it possibly COULD not be compatible with your gaming system. Now I haven't started coding yet, but making it left justified is just changing the coordinates of the system. Sounds easy right? Yes but do remember that I'm messing with the coordinates of not only the cross command window but also the coordinates of the original windows that makes up the battle system. Boy that may have sound confusing from a non-scripter's point of view. But to sum up: 1) Possible to make it Left Justified 2) Compatibility decreases 3) Alias methods will increase to increase compatibility 4) If you have a modified window status, it will not look right. When this happens, contact me and I'll personally fix your problem. Yup. So that's all I have to say about making it left justified. I'm still doing going to make it though so no worries. I just wanted to give you the heads up and possible "what ifs." But I'm fairly sure that if I aliased enough, then nothing should go wrong. =]
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Jul 31 2008, 11:25 AM
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L Did you know? Death gods... only eat apples

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UPDATE: JULY 31, 2008Left Justify feature and opacity change feature has been added. Oh and another note: I'm proud to say that the compatibility for both justifications are the same. Simply because the modifications for left justy were aliased. =] Check the first post for more info! Screenie:
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Aug 5 2008, 11:28 AM
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L Did you know? Death gods... only eat apples

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QUOTE (Loki333 @ Aug 5 2008, 03:41 AM)  I get an error when hitting escape to return to the Attack or Escape page. I didn't notice this error on version 1.0 but it might be there as well, but for sure this error is on v1.1.  EDIT: This was only with left justify turned on when running right justification it worked fine. Ahh this is what I meant when making it left justified. Be right back. I'll fix it right now. EDIT: Loki. I don't seem to be able to recreate the error. Can you try recopying the script again?
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Aug 5 2008, 04:13 PM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
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RM Skill: Skilled

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@Loki: Great, Looks like the script doesn't seem to have any errors so far. =D Update: If you're using my Battle Command Deactivation Script, I've added a new feature for the cross command. This new feature blurs commands that are deactivated. Simply delete your old BOF command scritp, and paste the patch version. Sample SCreenie: This is when Guard and Item are deactivated  Enjoy.
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My RMXP Project:  Farewell RRR. =]
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