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> Submission: FF8 Battle Report, by Prexus
Prexus
post Oct 15 2005, 03:14 AM
Post #1


Level 3
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Group: Member
Posts: 31
Type: Event Designer
RM Skill: Masterful






I made this for Lionheart's FF8 remake, thus the reason for there being a maximum of 3 party members.

Also, it is arranged for the DBS. If you wish to apply this to other battle systems please figure it out yourself as I get frustrated with other's problems usually if I don't have the code directly infront of me (I don't use other's battle systems ever.)

Make sure to import an entirely black image 640x480 into the Picture's folder named Blackout.png (Click Here)

Put this in a new script above MAIN called 'level':
CODE
$fontface = Font.default_name if $fontface.nil?
$fontsize = Font.default_size if $fontsize.nil?

class Window_EXPTitle < Window_Base
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.visible = false
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(4,0,640,32,"EXP")
end
end

class Window_EXPPlayer1 < Window_Base
def initialize(exp)
@exp = exp
super(32, 64, 288, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.z += 10
self.visible = false
refresh
end
def refresh
self.contents.clear
actor = $game_party.actors[0]
draw_actor_name(actor, 4, 0)
draw_actor_level(actor, 4, 32)
draw_actor_rcvexp(actor, 100, 0, @exp)
draw_actor_curexp(actor, 100, 32)
draw_actor_nxtexp(actor, 100, 64)
end
end

class Window_EXPPlayer2 < Window_Base
def initialize(exp)
@exp = exp
super(32, 192, 288, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.z += 10
self.visible = false
refresh
end
def refresh
self.contents.clear
actor = $game_party.actors[1]
draw_actor_name(actor, 4, 0)
draw_actor_level(actor, 4, 32)
draw_actor_rcvexp(actor, 100, 0, @exp)
draw_actor_curexp(actor, 100, 32)
draw_actor_nxtexp(actor, 100, 64)
end
end

class Window_EXPPlayer3 < Window_Base
def initialize(exp)
@exp = exp
super(32, 320, 288, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.z += 10
self.visible = false
refresh
end
def refresh
self.contents.clear
actor = $game_party.actors[2]
draw_actor_name(actor, 4, 0)
draw_actor_level(actor, 4, 32)
draw_actor_rcvexp(actor, 100, 0, @exp)
draw_actor_curexp(actor, 100, 32)
draw_actor_nxtexp(actor, 100, 64)
end
end

class Window_EXPBlank2 < Window_Base
def initialize
super(32, 192, 288, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.z += 10
self.visible = false
end
end

class Window_EXPBlank3 < Window_Base
def initialize
super(32, 320, 288, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.z += 10
self.visible = false
end
end

class Window_Background < Window_Base
def initialize
super(-16,-16,672,512)
self.opacity = 0
self.z = 9
self.visible = false
self.contents = Bitmap.new(width - 32, height - 32)
icon_bitmap = RPG::Cache.picture("Blackout.png") # Replace this with a 640x480 image of BLACK
self.contents.blt(0, 0, icon_bitmap, icon_bitmap.rect)
icon_bitmap.dispose
end
end

class Scene_Battle
def main
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
$game_system.battle_interpreter.setup(nil, 0)
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
@spriteset = Spriteset_Battle.new
@wait_count = 0
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
start_phase1
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
$game_map.refresh
Graphics.freeze
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
if @titleresult_window != nil
@titleresult_window.dispose
@p1result_window.dispose
@p2result_window.dispose
@p3result_window.dispose
@background_window.dispose
end
@spriteset.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end

def start_phase5
@phase = 5
$game_system.me_play($game_system.battle_end_me)
$game_system.bgm_play($game_temp.map_bgm)
exp = 0
gold = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
treasures = treasures[0..5]
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
$game_party.gain_gold(gold)
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
@result_window = Window_BattleResult.new(gold, treasures)
@titleresult_window = Window_EXPTitle.new
case $game_party.actors.size
when 1
@p1result_window = Window_EXPPlayer1.new(exp)
@p2result_window = Window_EXPBlank2.new
@p3result_window = Window_EXPBlank3.new
when 2
@p1result_window = Window_EXPPlayer1.new(exp)
@p2result_window = Window_EXPPlayer2.new(exp)
@p3result_window = Window_EXPBlank3.new
when 3
@p1result_window = Window_EXPPlayer1.new(exp)
@p2result_window = Window_EXPPlayer2.new(exp)
@p3result_window = Window_EXPPlayer3.new(exp)
end
@background_window = Window_Background.new
@phase5_wait_count = 60
end
def update_phase5
if @phase5_wait_count > 0
@phase5_wait_count -= 1
if @phase5_wait_count == 0
@titleresult_window.visible = true
@p1result_window.visible = true
@p2result_window.visible = true
@p3result_window.visible = true
@result_window.visible = true
@background_window.visible = true
$game_temp.battle_main_phase = false
@status_window.refresh
end
return
end
if Input.trigger?(Input::C)
$game_switches[0001] = true
battle_end(0)
end
end
end

class Window_BattleResult < Window_Base
def initialize(gold, treasures)
@gold = gold
@treasures = treasures
super(320, 64, 288, 384)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.z += 10
self.visible = false
refresh
end
def refresh
self.contents.clear
x = 4
self.contents.font.color = normal_color
cx = contents.text_size(@gold.to_s).width
self.contents.draw_text(x, 0, cx, 32, @gold.to_s)
x += cx + 4
self.contents.font.color = system_color
self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold)
y = 32
for item in @treasures
draw_item_name(item, 4, y)
y += 32
end
end
end

class Window_Base
#-
def draw_actor_rcvexp(actor,x,y,exp)
self.contents.font.color = Color.new(255,255,128,255)
self.contents.draw_text(x,y,288,32,"EXP:")
self.contents.font.color = normal_color
self.contents.draw_text(x+60,y,80,32,exp.to_s,2)
end
#-
def draw_actor_curexp(actor,x,y)
self.contents.font.color = Color.new(255,255,128,255)
self.contents.draw_text(x,y,288,32,"Current:")
self.contents.font.color = normal_color
self.contents.draw_text(x+60,y,80,32,actor.exp_s,2)
end
#-
def draw_actor_nxtexp(actor,x,y)
self.contents.font.color = Color.new(255,255,128,255)
self.contents.draw_text(x,y,288,32,"Next:")
self.contents.font.color = normal_color
self.contents.draw_text(x+60,y,80,32,actor.next_exp_s,2)
end
end
class Window_BattleStatus < Window_Base
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.z = 8
@level_up_flags = [false, false, false, false]
refresh
end
end

class Spriteset_Battle
def initialize
@viewport1 = Viewport.new(0, 0, 640, 320)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 8
@viewport3.z = 200
@viewport4.z = 5000
@battleback_sprite = Sprite.new(@viewport1)
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end
end


Enjoy.

This post has been edited by Night_Runner: Apr 4 2010, 06:36 AM
Reason for edit: Edited o remove random ?'s


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Rpgx
post Nov 6 2005, 06:06 PM
Post #2


lolwut?
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Group: Revolutionary
Posts: 924
Type: Event Designer
RM Skill: Undisclosed




Ahh now there's somethin I remember! FF8.. good times! Anyway, once again congradulations! Prexus, I don't know what RRR could do without ya!


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Taku
post Nov 6 2005, 06:25 PM
Post #3


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Posts: 99
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Woah, that's pretty good. I like it *thumbs up*. If I get around to making a XP project that'd be a nice script to implement. Much better then the standard deal eh?
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Noobitron
post Jan 27 2006, 03:40 AM
Post #4


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Very nice script! you have done it once again.
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Soku
post Jun 13 2006, 12:23 AM
Post #5


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Prexus, prexus prexus...Sigh...

How are you so godly?


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A scattered dream, like a far off memory...
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Raven The Dark A...
post Jun 26 2006, 10:16 AM
Post #6



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Hmm for some reason it isn't working for me. Could you possibly repost the script because all those little "?" thingies are getting in the way. Thanks a lot.
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sithious
post Jun 26 2006, 10:41 AM
Post #7


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Go to the view bar on your browser and change the coding to unicode (CTF-8)


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italianstal1ion
post Jul 8 2006, 08:30 PM
Post #8


Level 5
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every time i try to use this script, it says: TypeError ??????

"no implicit conversions from nil to integer"

EDIT: It always says that for lines 6, 288, 388 which is:

self.contents.font.size = $fontsize

I guess it's not reading the font size right, but I don't know enough about code to fix it. please help!

This post has been edited by italianstal1ion: Jul 8 2006, 08:41 PM


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sithious
post Jul 11 2006, 01:00 AM
Post #9


Level 12
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Posts: 204
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RM Skill: Skilled




ok everywhere it says $fontsize and $fontname you need to reeplace it with "Tahoma"(for fontname) and 12 (or whicever font size you preefer for fontsize)


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The Wanderer
post Jul 11 2006, 01:18 AM
Post #10


Guardian Design
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I copy it, but it only pastes on one line for me...


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jens009
post Jul 11 2006, 08:29 AM
Post #11


L Did you know? Death gods... only eat apples
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QUOTE (Guardian @ Jul 11 2006, 01:18 AM)
I copy it, but it only pastes on one line for me...
*


Click reply on Prexus Post.. Copy the script on replying to his quote


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Farewell RRR. =]
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The Wanderer
post Jul 11 2006, 02:04 PM
Post #12


Guardian Design
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Posts: 1,322
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Nevermind, but now, when I try to play it after switching the font size, it says

cannot convert String into Integer.

This post has been edited by Guardian: Jul 11 2006, 02:34 PM


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italianstal1ion
post Jul 12 2006, 09:33 PM
Post #13


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Ahh i figured it out!

Th system uses its own default type and size, so instead of just : self.contents.font.name = $fontface it needs to be:

self.contents.font.name = $defaultfonttype

And instead of : self.contents.font.size = $fontsize

it needs to be:

self.contents.font.size = $defaultfontsize

:Smilie7: :Smilie7: :Smilie7:

This post has been edited by italianstal1ion: Jul 12 2006, 09:40 PM


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The Wanderer
post Jul 12 2006, 09:45 PM
Post #14


Guardian Design
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That'll work?


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Rockman
post Jul 13 2006, 08:45 AM
Post #15


welcome to the rad sunglasses zone. you will never escape
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All these scripts might convince me to actually try to use RMXP again. Good job! :Thumbup:
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italianstal1ion
post Jul 13 2006, 05:30 PM
Post #16


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god this script is giving me so many errors...

Yes, guardian when you put the $defaultfont instead of $font it works, but once I got rid of the text errors, more and more began to pop up.

i found a four player battle report anyway...


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pomeang
post Jun 21 2009, 05:11 AM
Post #17



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QUOTE (Prexus @ Oct 15 2005, 06:14 PM) *


I made this for Lionheart's FF8 remake, thus the reason for there being a maximum of 3 party members.

Also, it is arranged for the DBS. If you wish to apply this to other battle systems please figure it out yourself as I get frustrated with other's problems usually if I don't have the code directly infront of me (I don't use other's battle systems ever.)

Make sure to import an entirely black image 640x480 into the Picture's folder named Blackout.png (Click Here)

Put this in a new script above MAIN called 'level':
CODE
class Window_EXPTitle < Window_Base
def initialize
? super(0, 0, 640, 64)
? self.contents = Bitmap.new(width - 32, height - 32)
? self.contents.font.name = $fontface
? self.contents.font.size = $fontsize
? self.visible = false
? refresh
end
def refresh
? self.contents.clear
? self.contents.draw_text(4,0,640,32,"EXP")
end
end

class Window_EXPPlayer1 < Window_Base
def initialize(exp)
? @exp = exp
? super(32, 64, 288, 128)
? self.contents = Bitmap.new(width - 32, height - 32)
? self.contents.font.name = $fontface
? self.contents.font.size = $fontsize
? self.z += 10
? self.visible = false
? refresh
end
def refresh
? self.contents.clear
? actor = $game_party.actors[0]
? draw_actor_name(actor, 4, 0)
? draw_actor_level(actor, 4, 32)
? draw_actor_rcvexp(actor, 100, 0, @exp)
? draw_actor_curexp(actor, 100, 32)
? draw_actor_nxtexp(actor, 100, 64)
end
end

class Window_EXPPlayer2 < Window_Base
def initialize(exp)
? @exp = exp
? super(32, 192, 288, 128)
? self.contents = Bitmap.new(width - 32, height - 32)
? self.contents.font.name = $fontface
? self.contents.font.size = $fontsize
? self.z += 10
? self.visible = false
? refresh
end
def refresh
? self.contents.clear
? actor = $game_party.actors[1]
? draw_actor_name(actor, 4, 0)
? draw_actor_level(actor, 4, 32)
? draw_actor_rcvexp(actor, 100, 0, @exp)
? draw_actor_curexp(actor, 100, 32)
? draw_actor_nxtexp(actor, 100, 64)
end
end

class Window_EXPPlayer3 < Window_Base
def initialize(exp)
? @exp = exp
? super(32, 320, 288, 128)
? self.contents = Bitmap.new(width - 32, height - 32)
? self.contents.font.name = $fontface
? self.contents.font.size = $fontsize
? self.z += 10
? self.visible = false
? refresh
end
def refresh
? self.contents.clear
? actor = $game_party.actors[2]
? draw_actor_name(actor, 4, 0)
? draw_actor_level(actor, 4, 32)
? draw_actor_rcvexp(actor, 100, 0, @exp)
? draw_actor_curexp(actor, 100, 32)
? draw_actor_nxtexp(actor, 100, 64)
end
end

class Window_EXPBlank2 < Window_Base
def initialize
? super(32, 192, 288, 128)
? self.contents = Bitmap.new(width - 32, height - 32)
? self.contents.font.name = $fontface
? self.contents.font.size = $fontsize
? self.z += 10
? self.visible = false
end
end

class Window_EXPBlank3 < Window_Base
def initialize
? super(32, 320, 288, 128)
? self.contents = Bitmap.new(width - 32, height - 32)
? self.contents.font.name = $fontface
? self.contents.font.size = $fontsize
? self.z += 10
? self.visible = false
end
end

class Window_Background < Window_Base
? def initialize
? ? super(-16,-16,672,512)
? ? self.opacity = 0
? ? self.z = 9
? ? self.visible = false
? ? self.contents = Bitmap.new(width - 32, height - 32)
? ? icon_bitmap = RPG::Cache.picture("Blackout.png") # Replace this with a 640x480 image of BLACK
? ? self.contents.blt(0, 0, icon_bitmap, icon_bitmap.rect)
? ? icon_bitmap.dispose
? end
end

class Scene_Battle
def main
? $game_temp.in_battle = true
? $game_temp.battle_turn = 0
? $game_temp.battle_event_flags.clear
? $game_temp.battle_abort = false
? $game_temp.battle_main_phase = false
? $game_temp.battleback_name = $game_map.battleback_name
? $game_temp.forcing_battler = nil
? $game_system.battle_interpreter.setup(nil, 0)
? @troop_id = $game_temp.battle_troop_id
? $game_troop.setup(@troop_id)
? s1 = $data_system.words.attack
? s2 = $data_system.words.skill
? s3 = $data_system.words.guard
? s4 = $data_system.words.item
? @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
? @actor_command_window.y = 160
? @actor_command_window.back_opacity = 160
? @actor_command_window.active = false
? @actor_command_window.visible = false
? @party_command_window = Window_PartyCommand.new
? @help_window = Window_Help.new
? @help_window.back_opacity = 160
? @help_window.visible = false
? @status_window = Window_BattleStatus.new
? @message_window = Window_Message.new
? @spriteset = Spriteset_Battle.new
? @wait_count = 0
? if $data_system.battle_transition == ""
? ? Graphics.transition(20)
? else
? ? Graphics.transition(40, "Graphics/Transitions/" +
? ? ? $data_system.battle_transition)
? end
? start_phase1
? loop do
? ? Graphics.update
? ? Input.update
? ? update
? ? if $scene != self
? ? ? break
? ? end
? end
? $game_map.refresh
? Graphics.freeze
? @actor_command_window.dispose
? @party_command_window.dispose
? @help_window.dispose
? @status_window.dispose
? @message_window.dispose
? if @skill_window != nil
? ? @skill_window.dispose
? end
? if @item_window != nil
? ? @item_window.dispose
? end
? if @result_window != nil
? ? @result_window.dispose
? end
? if @titleresult_window != nil
? ? @titleresult_window.dispose
? ? @p1result_window.dispose
? ? @p2result_window.dispose
? ? @p3result_window.dispose
? ? @background_window.dispose
? end
? @spriteset.dispose
? if $scene.is_a?(Scene_Title)
? ? Graphics.transition
? ? Graphics.freeze
? end
? if $BTEST and not $scene.is_a?(Scene_Gameover)
? ? $scene = nil
? end
end

def start_phase5
? @phase = 5
? $game_system.me_play($game_system.battle_end_me)
? $game_system.bgm_play($game_temp.map_bgm)
? exp = 0
? gold = 0
? treasures = []
? for enemy in $game_troop.enemies
? ? unless enemy.hidden
? ? ? exp += enemy.exp
? ? ? gold += enemy.gold
? ? ? if rand(100) < enemy.treasure_prob
? ? ? ? if enemy.item_id > 0
? ? ? ? ? treasures.push($data_items[enemy.item_id])
? ? ? ? end
? ? ? ? if enemy.weapon_id > 0
? ? ? ? ? treasures.push($data_weapons[enemy.weapon_id])
? ? ? ? end
? ? ? ? if enemy.armor_id > 0
? ? ? ? ? treasures.push($data_armors[enemy.armor_id])
? ? ? ? end
? ? ? end
? ? end
? end
? treasures = treasures[0..5]
? for i in 0...$game_party.actors.size
? ? actor = $game_party.actors[i]
? ? if actor.cant_get_exp? == false
? ? ? last_level = actor.level
? ? ? actor.exp += exp
? ? ? if actor.level > last_level
? ? ? ? @status_window.level_up(i)
? ? ? end
? ? end
? end
? $game_party.gain_gold(gold)
? for item in treasures
? ? case item
? ? when RPG::Item
? ? ? $game_party.gain_item(item.id, 1)
? ? when RPG::Weapon
? ? ? $game_party.gain_weapon(item.id, 1)
? ? when RPG::Armor
? ? ? $game_party.gain_armor(item.id, 1)
? ? end
? end
? @result_window = Window_BattleResult.new(gold, treasures)
? @titleresult_window = Window_EXPTitle.new
? case $game_party.actors.size
? when 1
? ? @p1result_window = Window_EXPPlayer1.new(exp)
? ? @p2result_window = Window_EXPBlank2.new
? ? @p3result_window = Window_EXPBlank3.new
? when 2
? ? @p1result_window = Window_EXPPlayer1.new(exp)
? ? @p2result_window = Window_EXPPlayer2.new(exp)
? ? @p3result_window = Window_EXPBlank3.new
? when 3
? ? @p1result_window = Window_EXPPlayer1.new(exp)
? ? @p2result_window = Window_EXPPlayer2.new(exp)
? ? @p3result_window = Window_EXPPlayer3.new(exp)
? end
? @background_window = Window_Background.new
? @phase5_wait_count = 60
end
def update_phase5
? if @phase5_wait_count > 0
? ? @phase5_wait_count -= 1
? ? if @phase5_wait_count == 0
? ? ? @titleresult_window.visible = true
? ? ? @p1result_window.visible = true
? ? ? @p2result_window.visible = true
? ? ? @p3result_window.visible = true
? ? ? @result_window.visible = true
? ? ? @background_window.visible = true
? ? ? $game_temp.battle_main_phase = false
? ? ? @status_window.refresh
? ? end
? ? return
? end
? if Input.trigger?(Input::C)
? ? $game_switches[0001] = true
? ? battle_end(0)
? end
end
end

class Window_BattleResult < Window_Base
def initialize(gold, treasures)
? @gold = gold
? @treasures = treasures
? super(320, 64, 288, 384)
? self.contents = Bitmap.new(width - 32, height - 32)
? self.contents.font.name = $fontface
? self.contents.font.size = $fontsize
? self.z += 10
? self.visible = false
? refresh
end
def refresh
? self.contents.clear
? x = 4
? self.contents.font.color = normal_color
? cx = contents.text_size(@gold.to_s).width
? self.contents.draw_text(x, 0, cx, 32, @gold.to_s)
? x += cx + 4
? self.contents.font.color = system_color
? self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold)
? y = 32
? for item in @treasures
? ? draw_item_name(item, 4, y)
? ? y += 32
? end
end
end

class Window_Base
? #-
? def draw_actor_rcvexp(actor,x,y,exp)
? ? self.contents.font.color = Color.new(255,255,128,255)
? ? self.contents.draw_text(x,y,288,32,"EXP:")
? ? self.contents.font.color = normal_color
? ? self.contents.draw_text(x+60,y,80,32,exp.to_s,2)
? end
? #-
? def draw_actor_curexp(actor,x,y)
? ? self.contents.font.color = Color.new(255,255,128,255)
? ? self.contents.draw_text(x,y,288,32,"Current:")
? ? self.contents.font.color = normal_color
? ? self.contents.draw_text(x+60,y,80,32,actor.exp_s,2)
? end
? #-
? def draw_actor_nxtexp(actor,x,y)
? ? self.contents.font.color = Color.new(255,255,128,255)
? ? self.contents.draw_text(x,y,288,32,"Next:")
? ? self.contents.font.color = normal_color
? ? self.contents.draw_text(x+60,y,80,32,actor.next_exp_s,2)
? end
end
class Window_BattleStatus < Window_Base
? def initialize
? ? super(0, 320, 640, 160)
? ? self.contents = Bitmap.new(width - 32, height - 32)
? ? self.contents.font.name = $fontface
? ? self.contents.font.size = $fontsize
? ? self.z = 8
? ? @level_up_flags = [false, false, false, false]
? ? refresh
? end
end

class Spriteset_Battle
? def initialize
? ? @viewport1 = Viewport.new(0, 0, 640, 320)
? ? @viewport2 = Viewport.new(0, 0, 640, 480)
? ? @viewport3 = Viewport.new(0, 0, 640, 480)
? ? @viewport4 = Viewport.new(0, 0, 640, 480)
? ? @viewport2.z = 8
? ? @viewport3.z = 200
? ? @viewport4.z = 5000
? ? @battleback_sprite = Sprite.new(@viewport1)
? ? @enemy_sprites = []
? ? for enemy in $game_troop.enemies.reverse
? ? ? @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
? ? end
? ? @actor_sprites = []
? ? @actor_sprites.push(Sprite_Battler.new(@viewport2))
? ? @actor_sprites.push(Sprite_Battler.new(@viewport2))
? ? @actor_sprites.push(Sprite_Battler.new(@viewport2))
? ? @actor_sprites.push(Sprite_Battler.new(@viewport2))
? ? @weather = RPG::Weather.new(@viewport1)
? ? @picture_sprites = []
? ? for i in 51..100
? ? ? @picture_sprites.push(Sprite_Picture.new(@viewport3,
? ? ? ? $game_screen.pictures[i]))
? ? end
? ? @timer_sprite = Sprite_Timer.new
? ? update
? end
end


Enjoy.


Thank allot
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Shiroiyuki
post Jul 7 2009, 08:35 PM
Post #18


Level 1
Group Icon

Group: Member
Posts: 7
Type: Artist
RM Skill: Beginner




Alright, I tried to incorporate this script into my editor but it came up with a lot of errors.


I've removed the question marks. This was not the problem. I added the script right where the instructions said to add it, and even uploading the png file just to make sure there'd be no error.

But it still will not work.

The only thing I can figure is I don't have the correct battle system. Would you mind explaining what you mean by 'DBS', and where I could get the script for that (if need be)?

I'd very much like to have this work but it is very frustrating right now. Thanks.


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Current Project: The Tempest
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Sepharius
post Jul 28 2009, 05:58 AM
Post #19


Level 2
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Group: Member
Posts: 29
Type: Writer
RM Skill: Beginner




I get this error:
Script 'Level' line 3: SyntaxError occurred.
Attached File(s)
Attached File  Error.jpg ( 146.41K ) Number of downloads: 7
 
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Night5h4d3
post Jul 28 2009, 06:17 AM
Post #20


The past tense
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Group: +Gold Member
Posts: 1,199
Type: Scripter
RM Skill: Undisclosed




you need to find/remove all the question marks that dont belong:

CODE
? super(0, 0, 640, 64)
becomes
CODE
   super(0, 0, 640, 64)


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