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> Sphere Grid VX (Like FFX), Sphere Grid VX (Like Final Fantasy X)
paulinho_chicha
post Apr 22 2011, 02:49 PM
Post #1


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Group: Member
Posts: 9
Type: Scripter
RM Skill: Intermediate




Sphere Grid VX (Like FFX)
by:"Chicheater"


"check comments for updates or replys to questions"

Introduction:
This idea came while i was remembering when i lost my previous sphere grid project, then i decided to make another


For who doesnt kow what Sphere Grid is here's a video:


Hope you like it
ADD ON's
-ADD ON of the sphere grid in the main menu
- ADD ON Gain Sphere Level sphere's when a char leveld up

Screenshots:
Screens Here

How to work:
In Script Sphere Grid Config has everything biggrin.gif

Script: To the scripts work you need to have the right events & graphics so you better download the demo

[ADD ON] Sphere Grid in the Main Menu
Spoiler
CODE
class Scene_Menu < Scene_Base
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    sg = "Sphere Grid"
    @command_window = Window_Command.new(160, [s1, sg, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
  end
  
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3, 4  # Skill, equipment, status
        start_actor_selection
      when 5      # Save
        $scene = Scene_File.new(true, false, false)
      when 6      # End Game
        $scene = Scene_End.new
      end
    end
  end
  
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # Sphere Grid
        Sphere_Grid_Processes::to_sg(@status_window.index)
      when 2  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 3  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 4  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end


[ADD ON] Gain Slvl when level up
CODE
VALUE = 1 # Nš of sphere grids that the party will receive
class Game_Actor < Game_Battler
  def level_up
    @level += 1
    $sphere_grid.add_sphere("Slvl", VALUE)
    for learning in self.class.learnings
      learn_skill(learning.skill_id) if learning.level == @level
    end
  end
end


Sphere Grid Config
Spoiler
CODE
module Sphere_Grid_Config
  MAX_SPHERE_LEVEL = 9999 # Max number of Sphere Levels
  MAX_SPHERES      = 100  # Max number of spheres
  WS = "FFXSGW"           # Windowskin in the menu of the Sphere Grid
  SPHERE_GRID_MAP_ID = []
  X = []
  Y = []
  CHARACTER_NAME_TO_SG = []
  CHARACTER_INDEX_TO_SG = []
  CHARACTER_NAME_TO_MAP = []
  CHARACTER_INDEX_TO_MAP = []
  
  
=begin
#---------------------------------------------------------------------------#
To add a new actor  in the sphere grid add this below "CHARACTERS BELOW HERE"
  ------------------------------------
   SPHERE_GRID_MAP_ID[x] = y     # Maps of the sphere grid for each actor
   X[x] = y                      # x coordinate for each actor sphere grid
   Y[x] = y                      # y coordinate for each actor sphere grid
   CHARACTER_NAME_TO_SG[x] = y   # Graphic that have the Sphere Grid actor graphic
   CHARACTER_INDEX_TO_SG[x] = y  # Color of the actor sphere for Sphere Grid
   CHARACTER_NAME_TO_MAP[x] = y  # Graphic that have the Map actor graphic
   CHARACTER_INDEX_TO_MAP[x] = y # Index of the actor in the graphic for the Map
  -------------------------------------
           x = New Actor id
           y = value for the new actor
          
Color numbers for the actor color (CHARACTER_INDEX_TO_SG) for Sphere Grid:

*COLORS*:
0 = Light Blue
1 = White
2 = Green
3 = Red
4 = Purple
5 = Blue
6 = Orange
7 = Black
          
                         WARNING
          if you dont do  this , if  that new actor
           go to the Sphere Grid it shows an error
                        be careful
                        
#---------------------------------------------------------------------------#
            To add/remove a sphere use this
            --------------------------------------------
              $sphere_grid.add_sphere("sphere", value)
             $sphere_grid.remove_sphere("sphere", value)
            --------------------------------------------
            "sphere" is the sphere you want to add
             value is how many do you want to add
            
*SPHERES*:
  "Slvl"    = Sphere Level
  "health"  = Health Spheres
  "magic"   = Magic Spheres
  "ability" = Ability Spheres
  "power"   = Power Spheres
  "defense" = Defense Spheres
  "speed"   = Speed Spheres
  "winsdom" = Winsdom Spheres
  "level 1" = Level 1 Lock Spheres
  "level 2" = Level 2 Lock Spheres
  "level 3" = Level 3 Lock Spheres
  "level 4" = Level 4 Lock Spheres
#---------------------------------------------------------------------------#
               To add a status in the sphere grid:
                     why dont add via events?
via events you can only guive status to a certain actor (by normal way) right?
soooo
insted of that use this: (with this code it gives the status to the current
                           char in the sphere grid instead of a certain actor)
           ------------------------------------------                
              $sphere_grid.add_status("stat", value)
           ------------------------------------------
            "stat" is the stat that you want to add
              value is how many, like      5 or 20
*STATS*:
  "maxhp" = Max HP (Health Spheres)(it auto-recovers the hp so you dont need to heal)
  "maxmp" = Max MP (Magic Spheres)(it auto-recovers the mp so you dont need to use "Ethers")
  "atk"   = Attack (Power Spheres)
  "def"   = Defense (Defense Spheres)
  "agi"   = Agility (Speed Spheres)
  "spi"   = Spirit (Winsdom Spheres)
#---------------------------------------------------------------------------#
                          To learn a skill:
                      why dont learn via events?
                       same reason as the above
                      
                             use this:
                ---------------------------------------
                   $sphere_grid.learn_skill(skill_id)
                ---------------------------------------
                skill_id = ID of the skill you want to
                the char in he sphere grid to learn like:
                $sphere_grid.learn_skill(33)
                the actor will learn heal
#---------------------------------------------------------------------------#
                If you have more questions contact me
                mail/msn: paulinho_chicha@hotmail.com
                Skype: Chicheater
#---------------------------------------------------------------------------#
                        
=end
###########"CHARACTERS BELOW HERE"#############
#             Actor 1              #
  SPHERE_GRID_MAP_ID[1] = 2
  X[1] = 9
  Y[1] = 0
  CHARACTER_NAME_TO_SG[1] = "FFXSG3T"
  CHARACTER_INDEX_TO_SG[1] = 0
  CHARACTER_NAME_TO_MAP[1] = "Actor1"
  CHARACTER_INDEX_TO_MAP[1] = 0
#             Actor 2              #
  SPHERE_GRID_MAP_ID[2] = 3
  X[2] = 10
  Y[2] = 11
  CHARACTER_NAME_TO_SG[2] = "FFXSG3T"
  CHARACTER_INDEX_TO_SG[2] = 1
  CHARACTER_NAME_TO_MAP[2] = "Actor1"
  CHARACTER_INDEX_TO_MAP[2] = 3
#             Actor 3              #
  SPHERE_GRID_MAP_ID[3] = 4
  X[3] = 0
  Y[3] = 10
  CHARACTER_NAME_TO_SG[3] = "FFXSG3T"
  CHARACTER_INDEX_TO_SG[3] = 2
  CHARACTER_NAME_TO_MAP[3] = "Actor2"
  CHARACTER_INDEX_TO_MAP[3] = 2
#             Actor 4              #
  SPHERE_GRID_MAP_ID[4] = 5
  X[4] = 1
  Y[4] = 14
  CHARACTER_NAME_TO_SG[4] = "FFXSG3T"
  CHARACTER_INDEX_TO_SG[4] = 3
  CHARACTER_NAME_TO_MAP[4] = "Actor2"
  CHARACTER_INDEX_TO_MAP[4] = 5
#             Actor 5              #
  SPHERE_GRID_MAP_ID[5] = 6
  X[5] = 14
  Y[5] = 16
  CHARACTER_NAME_TO_SG[5] = "FFXSG3T"
  CHARACTER_INDEX_TO_SG[5] = 4
  CHARACTER_NAME_TO_MAP[5] = "Actor1"
  CHARACTER_INDEX_TO_MAP[5] = 4
end



Sphere Grid
Spoiler
CODE
class Sphere_Grid
  attr_accessor :sphere_level
  attr_accessor :member0
  attr_accessor :member1
  attr_accessor :member2
  attr_accessor :member3
  attr_accessor :sg_map
  attr_accessor :x
  attr_accessor :y
  attr_accessor :rm
  attr_accessor :rx
  attr_accessor :ry
  attr_accessor :health_spheres
  attr_accessor :magic_spheres
  attr_accessor :ability_spheres
  attr_accessor :power_spheres
  attr_accessor :defense_spheres
  attr_accessor :speed_spheres
  attr_accessor :winsdom_spheres
  attr_accessor :lock_level_1_spheres
  attr_accessor :lock_level_2_spheres
  attr_accessor :lock_level_3_spheres
  attr_accessor :lock_level_4_spheres
  def initialize
    @sphere_level = 0
    @member0 = 0
    @member1 = 0
    @member2 = 0
    @member3 = 0
    @sg_map = Sphere_Grid_Config::SPHERE_GRID_MAP_ID
    @x = Sphere_Grid_Config::X
    @y = Sphere_Grid_Config::Y
    @rm = 1
    @rx = 0
    @ry = 0
    @health_spheres = 0
    @magic_spheres = 0
    @ability_spheres = 0
    @power_spheres = 0
    @defense_spheres = 0
    @speed_spheres = 0
    @winsdom_spheres = 0
    @lock_level_1_spheres = 0
    @lock_level_2_spheres = 0
    @lock_level_3_spheres = 0
    @lock_level_4_spheres = 0
  end
  
  def learn_skill(skll)
    id = $game_party.members[0].id
    actor = $game_actors[id]
    actor.learn_skill(skll)
  end
  
  def add_status(status, value)
    id = $game_party.members[0].id
    actor = $game_actors[id]
    if status == "maxhp"
      actor.maxhp += value
      actor.hp += value
    end
    if status == "maxmp"
      actor.maxmp += value
      actor.mp += value
    end
    if status == "atk"
      actor.atk += value
    end
    if status == "def"
      actor.def += value
    end
    if status == "agi"
      actor.agi += value
    end
    if status == "spi"
      actor.spi += value
    end
  end
  
  def remove_sphere(sphere, value)
    s = $sphere_grid
    if value > 0
      if sphere == "Slvl"
        s.sphere_level -= value
      end
    end
    if value > 0
      if sphere == "health"
        s.health_spheres -= value
      end
      if sphere == "magic"
        s.magic_spheres -= value
      end
      if sphere == "ability"
        s.ability_spheres -= value
      end
      if sphere == "power"
        s.power_spheres -= value
      end
      if sphere == "defense"
        s.defense_spheres -= value
      end
      if sphere == "speed"
        s.speed_spheres -= value
      end
      if sphere == "winsdom"
        s.winsdom_spheres -= value
      end
      if sphere == "level 1"
        s.lock_level_1_spheres -= value
      end
      if sphere == "level 2"
        s.lock_level_2_spheres -= value
      end
      if sphere == "level 3"
        s.lock_level_3_spheres -= value
      end
      if sphere == "level 4"
        s.lock_level_4_spheres -= value
      end
    end
  end
  
  def add_sphere(sphere, value)
    s = $sphere_grid
    if value <= Sphere_Grid_Config::MAX_SPHERE_LEVEL
      if sphere == "Slvl"
        s.sphere_level += value
      end
    end
    if value <= Sphere_Grid_Config::MAX_SPHERES
      if sphere == "health"
        s.health_spheres += value
      end
      if sphere == "magic"
        s.magic_spheres += value
      end
      if sphere == "ability"
        s.ability_spheres += value
      end
      if sphere == "power"
        s.power_spheres += value
      end
      if sphere == "defense"
        s.defense_spheres += value
      end
      if sphere == "speed"
        s.speed_spheres += value
      end
      if sphere == "winsdom"
        s.winsdom_spheres += value
      end
      if sphere == "Level 1"
        s.lock_level_1_spheres += value
      end
      if sphere == "Level 2"
        s.lock_level_2_spheres += value
      end
      if sphere == "Level 3"
        s.lock_level_3_spheres += value
      end
      if sphere == "Level 4"
        s.lock_level_4_spheres += value
      end
    end
    spheres_fix
  end
  
  def spheres_fix
    s = $sphere_grid
    if s.sphere_level > Sphere_Grid_Config::MAX_SPHERE_LEVEL
      s.sphere_level = Sphere_Grid_Config::MAX_SPHERE_LEVEL
    end
    if s.health_spheres > Sphere_Grid_Config::MAX_SPHERES
      s.health_spheres = Sphere_Grid_Config::MAX_SPHERES
    end
    if s.magic_spheres > Sphere_Grid_Config::MAX_SPHERES
      s.magic_spheres = Sphere_Grid_Config::MAX_SPHERES
    end
    if s.ability_spheres > Sphere_Grid_Config::MAX_SPHERES
      s.ability_spheres = Sphere_Grid_Config::MAX_SPHERES
    end
    if s.power_spheres > Sphere_Grid_Config::MAX_SPHERES
      s.power_spheres = Sphere_Grid_Config::MAX_SPHERES
    end
    if s.defense_spheres > Sphere_Grid_Config::MAX_SPHERES
      s.defense_spheres = Sphere_Grid_Config::MAX_SPHERES
    end
    if s.speed_spheres > Sphere_Grid_Config::MAX_SPHERES
      s.speed_spheres = Sphere_Grid_Config::MAX_SPHERES
    end
    if s.winsdom_spheres > Sphere_Grid_Config::MAX_SPHERES
      s.winsdom_spheres = Sphere_Grid_Config::MAX_SPHERES
    end
    if s.lock_level_1_spheres > Sphere_Grid_Config::MAX_SPHERES
      s.lock_level_1_spheres = Sphere_Grid_Config::MAX_SPHERES
    end
    if s.lock_level_2_spheres > Sphere_Grid_Config::MAX_SPHERES
      s.lock_level_2_spheres = Sphere_Grid_Config::MAX_SPHERES
    end
    if s.lock_level_3_spheres > Sphere_Grid_Config::MAX_SPHERES
      s.lock_level_3_spheres = Sphere_Grid_Config::MAX_SPHERES
    end
    if s.lock_level_4_spheres > Sphere_Grid_Config::MAX_SPHERES
      s.lock_level_4_spheres = Sphere_Grid_Config::MAX_SPHERES
    end
  end
end
$sphere_grid = Sphere_Grid.new
module Sphere_Grid_Processes
  
  #Sphere_Grid_Processes::to_sg(actor)
  def self.to_sg(actor)
    $sphere_grid.rm = $game_map.map_id
    $sphere_grid.rx = $game_player.x
    $sphere_grid.ry = $game_player.y
    if $game_party.members[0] != nil
      $sphere_grid.member0 = $game_party.members[0].id
    end
    if $game_party.members[1] != nil
      $sphere_grid.member1 = $game_party.members[1].id
    else
      $sphere_grid.member1 = $sphere_grid.member0
    end
    if $game_party.members[2] != nil
      $sphere_grid.member2 = $game_party.members[2].id
    else
      $sphere_grid.member2 = $sphere_grid.member0
    end
    if $game_party.members[3] != nil
      $sphere_grid.member3 = $game_party.members[3].id
    else
      $sphere_grid.member3 = $sphere_grid.member0
    end
    if actor == 0
      @id = $sphere_grid.member0
    end
    if actor == 1
      @id = $sphere_grid.member1
    end
    if actor == 2
      @id = $sphere_grid.member2
    end
    if actor == 3
      @id = $sphere_grid.member3
    end
    m = $sphere_grid.sg_map[@id]
    x = $sphere_grid.x[@id]
    y = $sphere_grid.y[@id]
    Sphere_Grid_Processes::change_party_member("remove", $sphere_grid.member0)
    Sphere_Grid_Processes::change_party_member("remove", $sphere_grid.member1)
    Sphere_Grid_Processes::change_party_member("remove", $sphere_grid.member2)
    Sphere_Grid_Processes::change_party_member("remove", $sphere_grid.member3)
    Sphere_Grid_Processes::change_party_member("add", @id)
    name =  Sphere_Grid_Config::CHARACTER_NAME_TO_SG[@id]
    act  =  Sphere_Grid_Config::CHARACTER_INDEX_TO_SG[@id]
    Sphere_Grid_Processes::change_character_graphic(@id, name, act)
    Graphics.fadeout(60)
    Sphere_Grid_Processes::teleport(m, x, y)
    $scene = Scene_Sphere_Grid.new
  end
  
  #Sphere_Grid_Processes::to_map(actor)
  def self.to_map(actor)
    id = $game_party.members[0].id
    name =  Sphere_Grid_Config::CHARACTER_NAME_TO_MAP[id]
    act  =  Sphere_Grid_Config::CHARACTER_INDEX_TO_MAP[id]
    Sphere_Grid_Processes::change_character_graphic(id, name, act)
    Sphere_Grid_Processes::change_party_member("remove", $game_party.members[0].id)
    Sphere_Grid_Processes::change_party_member("add", $sphere_grid.member0)
    Sphere_Grid_Processes::change_party_member("add", $sphere_grid.member1)
    Sphere_Grid_Processes::change_party_member("add", $sphere_grid.member2)
    Sphere_Grid_Processes::change_party_member("add", $sphere_grid.member3)
    if actor == $sphere_grid.member0
      i = $sphere_grid.member0
    end
    if actor == $sphere_grid.member1
      i = $sphere_grid.member1
    end
    if actor == $sphere_grid.member2
      i = $sphere_grid.member2
    end
    if actor == $sphere_grid.member3
      i = $sphere_grid.member3
    end
    $sphere_grid.x[i] = $game_player.x
    $sphere_grid.y[i] = $game_player.y
    id = $game_party.members[0].id
    name =  Sphere_Grid_Config::CHARACTER_NAME_TO_MAP[id]
    act  =  Sphere_Grid_Config::CHARACTER_INDEX_TO_MAP[id]
    m = $sphere_grid.rm
    x = $sphere_grid.rx
    y = $sphere_grid.ry
    Sphere_Grid_Processes::change_character_graphic(id, name, act)
    Graphics.fadeout(60)
    Sphere_Grid_Processes::teleport(m, x, y)
    $scene = Scene_Map.new
  end
  
  #Sphere_Grid_Processes::change_party_member(op, actor)
  def self.change_party_member(op, actor)
    if actor != nil
      prty = $game_party
      if op == "add"
        prty.add_actor(actor)
      end
      if op == "remove"
        prty.remove_actor(actor)
      end
    end
  end
  
  #Sphere_Grid_Processes::teleport(map, x, y)
  def self.teleport(map, x, y)
    $game_map.setup(map)
    $game_player.moveto(x, y)
    $game_player.refresh
  end
  
  #Sphere_Grid_Processes::change_character_graphic(id, name, index)
  def self.change_character_graphic(id, name, index)
    $game_actors[id].character_name = name
    $game_actors[id].character_index = index
  end
  
  #Sphere_Grid_Processes::step
  def self.step
    id = $game_party.members[0].id
    $sphere_grid.sphere_level -= 1
    cx = $game_player.x
    cy = $game_player.y
    $sphere_grid.x[id] = cx
    $sphere_grid.y[id] = cy
  end
  
end

class Scene_File < Scene_Base
   #--------------------------------------------------------------------------
  # * Write Save Data
  #     file : write file object (opened)
  #--------------------------------------------------------------------------
  def write_save_data(file)
    characters = []
    for actor in $game_party.members
      characters.push([actor.character_name, actor.character_index])
    end
    $game_system.save_count += 1
    $game_system.version_id = $data_system.version_id
    @last_bgm = RPG::BGM::last
    @last_bgs = RPG::BGS::last
    Marshal.dump(characters,           file)
    Marshal.dump(Graphics.frame_count, file)
    Marshal.dump(@last_bgm,            file)
    Marshal.dump(@last_bgs,            file)
    Marshal.dump($game_system,         file)
    Marshal.dump($game_message,        file)
    Marshal.dump($game_switches,       file)
    Marshal.dump($game_variables,      file)
    Marshal.dump($game_self_switches,  file)
    Marshal.dump($game_actors,         file)
    Marshal.dump($game_party,          file)
    Marshal.dump($game_troop,          file)
    Marshal.dump($game_map,            file)
    Marshal.dump($game_player,         file)
    Marshal.dump($sphere_grid,         file)
  end
  #--------------------------------------------------------------------------
  # * Read Save Data
  #     file : file object for reading (opened)
  #--------------------------------------------------------------------------
  def read_save_data(file)
    characters           = Marshal.load(file)
    Graphics.frame_count = Marshal.load(file)
    @last_bgm            = Marshal.load(file)
    @last_bgs            = Marshal.load(file)
    $game_system         = Marshal.load(file)
    $game_message        = Marshal.load(file)
    $game_switches       = Marshal.load(file)
    $game_variables      = Marshal.load(file)
    $game_self_switches  = Marshal.load(file)
    $game_actors         = Marshal.load(file)
    $game_party          = Marshal.load(file)
    $game_troop          = Marshal.load(file)
    $game_map            = Marshal.load(file)
    $game_player         = Marshal.load(file)
    $sphere_grid         = Marshal.load(file)
    if $game_system.version_id != $data_system.version_id
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end
  end
end



Scene Sphere Grid
Spoiler
CODE
#==============================================================================
# ** Scene Sphere Grid
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================
class Scene_Sphere_Grid < Scene_Base
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    $game_map.refresh
    @spriteset = Spriteset_Map.new
    @message_window = Window_Message.new
  end
  #--------------------------------------------------------------------------
  # * Execute Transition
  #--------------------------------------------------------------------------
  def perform_transition
    if Graphics.brightness == 0       # After battle or loading, etc.
      fadein(30)
    else                              # Restoration from menu, etc.
      Graphics.transition(15)
    end
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    if $scene.is_a?(Scene_Battle)     # If switching to battle screen
      @spriteset.dispose_characters   # Hide characters for background creation
    end
    snapshot_for_background
    @spriteset.dispose
    @message_window.dispose
    if $scene.is_a?(Scene_Battle)     # If switching to battle screen
      perform_battle_transition       # Execute pre-battle transition
    end
  end
  #--------------------------------------------------------------------------
  # * Basic Update Processing
  #--------------------------------------------------------------------------
  def update_basic
    Graphics.update                   # Update game screen
    Input.update                      # Update input information
    $game_map.update                  # Update map
    @spriteset.update                 # Update sprite set
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    $game_map.interpreter.update      # Update interpreter
    $game_map.update                  # Update map
    $game_player.update               # Update player
    $game_system.update               # Update timer
    @spriteset.update                 # Update sprite set
    @message_window.update            # Update message window
    unless $game_message.visible      # Unless displaying a message
      update_transfer_player
      update_encounter
      update_call_menu
      update_call_debug
      update_scene_change
    end
  end
  #--------------------------------------------------------------------------
  # * Fade In Screen
  #     duration : time
  #    If you use Graphics.fadeout directly on the map screen, a number of
  #    problems can occur, such as weather effects and parallax  scrolling
  #    being stopped. So instead, perform a dynamic fade-in.
  #--------------------------------------------------------------------------
  def fadein(duration)
    Graphics.transition(0)
    for i in 0..duration-1
      Graphics.brightness = 255 * i / duration
      update_basic
    end
    Graphics.brightness = 255
  end
  #--------------------------------------------------------------------------
  # * Fade Out Screen
  #     duration : time
  #    As with the fadein above, Graphics.fadein is not used directly.
  #--------------------------------------------------------------------------
  def fadeout(duration)
    Graphics.transition(0)
    for i in 0..duration-1
      Graphics.brightness = 255 - 255 * i / duration
      update_basic
    end
    Graphics.brightness = 0
  end
  #--------------------------------------------------------------------------
  # * Player Transfer  Processing
  #--------------------------------------------------------------------------
  def update_transfer_player
    return unless $game_player.transfer?
    fade = (Graphics.brightness > 0)
    fadeout(30) if fade
    @spriteset.dispose              # Dispose of sprite set
    $game_player.perform_transfer   # Execute player transfer
    $game_map.autoplay              # Automatically switch BGM and BGS
    $game_map.update
    Graphics.wait(15)
    @spriteset = Spriteset_Map.new  # Recreate sprite set
    fadein(30) if fade
    Input.update
  end
  #--------------------------------------------------------------------------
  # * Encounter Processing
  #--------------------------------------------------------------------------
  def update_encounter
    return if $game_player.encounter_count > 0        # Check steps
    return if $game_map.interpreter.running?          # Event being executed?
    return if $game_system.encounter_disabled         # Encounters forbidden?
    troop_id = $game_player.make_encounter_troop_id   # Determine troop
    return if $data_troops[troop_id] == nil           # Troop is invalid?
    $game_troop.setup(troop_id)
    $game_troop.can_escape = true
    $game_temp.battle_proc = nil
    $game_temp.next_scene = "battle"
    preemptive_or_surprise
  end
  #--------------------------------------------------------------------------
  # * Determine Preemptive Strike and Surprise Attack Chance
  #--------------------------------------------------------------------------
  def preemptive_or_surprise
    actors_agi = $game_party.average_agi
    enemies_agi = $game_troop.average_agi
    if actors_agi >= enemies_agi
      percent_preemptive = 5
      percent_surprise = 3
    else
      percent_preemptive = 3
      percent_surprise = 5
    end
    if rand(100) < percent_preemptive
      $game_troop.preemptive = true
    elsif rand(100) < percent_surprise
      $game_troop.surprise = true
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Menu is Called due to Cancel Button
  #--------------------------------------------------------------------------
  def update_call_menu
    if Input.trigger?(Input::B)
      return if $game_map.interpreter.running?        # Event being executed?
      return if $game_system.menu_disabled            # Menu forbidden?
      $game_temp.menu_beep = true                     # Set SE play flag
      $game_temp.next_scene = "menu"
    end
  end
  #--------------------------------------------------------------------------
  # * Determine Bug Call Due to F9 key
  #--------------------------------------------------------------------------
  def update_call_debug
    if $TEST and Input.press?(Input::F9)    # F9 key during test play
      $game_temp.next_scene = "debug"
    end
  end
  #--------------------------------------------------------------------------
  # * Execute Screen Switch
  #--------------------------------------------------------------------------
  def update_scene_change
    return if $game_player.moving?    # Is player moving?
    case $game_temp.next_scene
    when "battle"
      call_battle
    when "shop"
      call_shop
    when "name"
      call_name
    when "menu"
      call_menu
    when "save"
      call_save
    when "debug"
      call_debug
    when "gameover"
      call_gameover
    when "title"
      call_title
    else
      $game_temp.next_scene = nil
    end
  end
  #--------------------------------------------------------------------------
  # * Switch to Battle Screen
  #--------------------------------------------------------------------------
  def call_battle
    @spriteset.update
    Graphics.update
    $game_player.make_encounter_count
    $game_player.straighten
    $game_temp.map_bgm = RPG::BGM.last
    $game_temp.map_bgs = RPG::BGS.last
    RPG::BGM.stop
    RPG::BGS.stop
    Sound.play_battle_start
    $game_system.battle_bgm.play
    $game_temp.next_scene = nil
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Shop Screen
  #--------------------------------------------------------------------------
  def call_shop
    $game_temp.next_scene = nil
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Name Input Screen
  #--------------------------------------------------------------------------
  def call_name
    $game_temp.next_scene = nil
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Menu Screen
  #--------------------------------------------------------------------------
  def call_menu
    if $game_temp.menu_beep
      Sound.play_decision
      $game_temp.menu_beep = false
    end
    $game_temp.next_scene = nil
    $scene = Sphere_Grid_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Save Screen
  #--------------------------------------------------------------------------
  def call_save
    $game_temp.next_scene = nil
    $scene = Scene_File.new(true, false, true)
  end
  #--------------------------------------------------------------------------
  # * Switch to Debug Screen
  #--------------------------------------------------------------------------
  def call_debug
    Sound.play_decision
    $game_temp.next_scene = nil
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Game Over Screen
  #--------------------------------------------------------------------------
  def call_gameover
    $game_temp.next_scene = nil
    $scene = Scene_Gameover.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Title Screen
  #--------------------------------------------------------------------------
  def call_title
    $game_temp.next_scene = nil
    $scene = Scene_Title.new
    fadeout(60)
  end
  #--------------------------------------------------------------------------
  # * Execute Pre-battle Transition
  #--------------------------------------------------------------------------
  def perform_battle_transition
    Graphics.transition(80, "Graphics/System/BattleStart", 80)
    Graphics.freeze
  end
end

class Game_Actor < Game_Battler
  attr_accessor :character_name           # character graphic filename
  attr_accessor :character_index          # character graphic index
end


Sphere Grid Menu
Spoiler
CODE
class Sphere_Grid_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    id = $game_party.members[0].id
    @actor = $game_actors[id]
    create_menu_background
    create_command_window
    @gold_window = Window_Sphere_Level.new(0, 360)
    @gold_window.windowskin = Cache.system(Sphere_Grid_Config::WS)
    @stats_window = Window_Status_Sphere_Grid.new(@actor, 160, 0)
    @stats_window.windowskin = Cache.system(Sphere_Grid_Config::WS)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @stats_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @stats_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = "Spheres"
    s2 = "Back to Map"
    @command_window = Window_Command.new(160, [s1, s2])
    @command_window.windowskin = Cache.system(Sphere_Grid_Config::WS)
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Sphere_Grid.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0
        $scene = Scene_Spheres.new
      when 1
        Sphere_Grid_Processes::to_map($game_party.members[0].id)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end


class Window_Sphere_Level < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x : window X coordinate
  #     y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 160, WLH + 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_sphere_level_value($sphere_grid.sphere_level, 4, 0, 120)
  end
  
  def draw_sphere_level_value(value, x, y, width)
    cx = contents.text_size("Slvl").width
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, width-cx-2, WLH, value, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, width, WLH, "Slvl", 2)
  end
end
class Window_Status_Sphere_Grid < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor, x = 0, y = 0)
    super(x, y, 544 - x, 416 - y)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_class(@actor, 128, 0)
    draw_actor_face(@actor, 8, 32)
    draw_basic_info(128, 32)
    draw_parameters(32, 160)
  end
  #--------------------------------------------------------------------------
  # * Draw Basic Information
  #     x : Draw spot X coordinate
  #     y : Draw spot Y coordinate
  #--------------------------------------------------------------------------
  def draw_basic_info(x, y)
    draw_actor_level(@actor, x, y + WLH * 0)
    draw_actor_state(@actor, x, y + WLH * 1)
    draw_actor_hp(@actor, x, y + WLH * 2)
    draw_actor_mp(@actor, x, y + WLH * 3)
  end
  #--------------------------------------------------------------------------
  # * Draw Parameters
  #     x : Draw spot X coordinate
  #     y : Draw spot Y coordinate
  #--------------------------------------------------------------------------
  def draw_parameters(x, y)
    draw_actor_parameter(@actor, x, y + WLH * 0, 0)
    draw_actor_parameter(@actor, x, y + WLH * 1, 1)
    draw_actor_parameter(@actor, x, y + WLH * 2, 2)
    draw_actor_parameter(@actor, x, y + WLH * 3, 3)
  end
end


class Scene_Spheres < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0)
    @actor_index = actor_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @actor = $game_party.members[@actor_index]
    @status_window = Window_Spheres.new(@actor)
    @status_window.windowskin = Cache.system(Sphere_Grid_Config::WS)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Sphere_Grid_Menu.new(0)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    update_menu_background
    @status_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    end
    super
  end
end


class Window_Spheres < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 0, 544, 416)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_spheres(0, 32)
  end
  def draw_spheres(x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y * 1, 120 + (20 * 2) , WLH, " Health Spheres")
    sphere = $sphere_grid.health_spheres
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 170, y * 1, 120 + (20 * 2) , WLH, sphere)
    #---------------------------------------------------------------------------
    self.contents.font.color = system_color
    self.contents.draw_text(x, y * 2, 120 + (20 * 2) , WLH, "  Magic Spheres")
    sphere = $sphere_grid.magic_spheres
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 170, y * 2, 120 + (20 * 2) , WLH, sphere)
    #---------------------------------------------------------------------------
    self.contents.font.color = system_color
    self.contents.draw_text(x, y * 3, 120 + (20 * 2) , WLH, " Ability Spheres")
    sphere = $sphere_grid.ability_spheres
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 170, y * 3, 120 + (20 * 2) , WLH, sphere)
    #---------------------------------------------------------------------------
    self.contents.font.color = system_color
    self.contents.draw_text(x, y * 4, 120 + (20 * 2) , WLH, "  Power Spheres")
    sphere = $sphere_grid.power_spheres
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 170, y * 4, 120 + (20 * 2) , WLH, sphere)
    #---------------------------------------------------------------------------
    self.contents.font.color = system_color
    self.contents.draw_text(x, y * 5, 120 + (20 * 2) , WLH, "Defense Spheres")
    sphere = $sphere_grid.defense_spheres
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 170, y * 5, 120 + (20 * 2) , WLH, sphere)
    #---------------------------------------------------------------------------
    self.contents.font.color = system_color
    self.contents.draw_text(x, y * 6, 120 + (20 * 2) , WLH, "  Speed Spheres")
    sphere = $sphere_grid.speed_spheres
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 170, y * 6, 120 + (20 * 2) , WLH, sphere)
    #---------------------------------------------------------------------------
    self.contents.font.color = system_color
    self.contents.draw_text(x, y * 7, 120 + (20 * 2) , WLH, "Winsdom Spheres")
    sphere = $sphere_grid.winsdom_spheres
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 170, y * 7, 120 + (20 * 2) , WLH, sphere)
    #---------------------------------------------------------------------------
    self.contents.font.color = system_color
    self.contents.draw_text(x + 250, y * 1, 120 + (20 * 3) , WLH, "Lvl 1 Lock Spheres")
    sphere = $sphere_grid.lock_level_1_spheres
    self.contents.font.color = normal_color
    self.contents.draw_text(x + (250+170), y * 1, 120 + (20 * 2) , WLH, sphere)
    #---------------------------------------------------------------------------
    self.contents.font.color = system_color
    self.contents.draw_text(x + 250, y * 2, 120 + (20 * 3) , WLH, "Lvl 2 Lock Spheres")
    sphere = $sphere_grid.lock_level_2_spheres
    self.contents.font.color = normal_color
    self.contents.draw_text(x + (250+170), y * 2, 120 + (20 * 2) , WLH, sphere)
    #---------------------------------------------------------------------------
    self.contents.font.color = system_color
    self.contents.draw_text(x + 250, y * 3, 120 + (20 * 3) , WLH, "Lvl 3 Lock Spheres")
    sphere = $sphere_grid.lock_level_3_spheres
    self.contents.font.color = normal_color
    self.contents.draw_text(x + (250+170), y * 3, 120 + (20 * 2) , WLH, sphere)
    #---------------------------------------------------------------------------
    self.contents.font.color = system_color
    self.contents.draw_text(x + 250, y * 4, 120 + (20 * 3) , WLH, "Lvl 4 Lock Spheres")
    sphere = $sphere_grid.lock_level_4_spheres
    self.contents.font.color = normal_color
    self.contents.draw_text(x + (250+170), y * 4, 120 + (20 * 2) , WLH, sphere)
    #---------------------------------------------------------------------------
  end
end



Demo: EDIT:: New Demo Decrypted tongue.gif
Demo Here

Any Question:
PM
MSN/MAIL : paulinho_chicha@hotmail.com
Skype: Chicheater

This post has been edited by paulinho_chicha: Jun 10 2011, 03:53 PM
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Kread-EX
post Apr 23 2011, 01:16 AM
Post #2


(=___=)/
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Approved, but I strongly suggest you to put an non-encrypted demo. There are a lot of parts in your script and leaving the demo encrypted defeats the point of providing a demo altogether.


__________________________
FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.

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DarkNesa
post Apr 23 2011, 01:46 AM
Post #3


u wot m8
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QUOTE (Kread-EX @ Apr 23 2011, 01:16 AM) *
Approved, but I strongly suggest you to put an non-encrypted demo. There are a lot of parts in your script and leaving the demo encrypted defeats the point of providing a demo altogether.


I agree. I would like to use this, but since the demo is encrypted, we cannot get the necessary stuff out of it. You should definitely decrypt this demo.

~DarkNesa


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paulinho_chicha
post Apr 25 2011, 05:09 AM
Post #4


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Demo Decrypted posted sry for the inconvience
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Jonnie19
post Apr 25 2011, 06:46 AM
Post #5


Are you trying to rise from your lullaby?
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I have just discovered that it is NOT currently compatible with Battle Engine Melody, would be great if you could make it compatible biggrin.gif Well done though It looks awesome so far biggrin.gif just the compatibility that is the problem biggrin.gif



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paulinho_chicha
post Apr 27 2011, 02:30 AM
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hmm you have to explain better (where and when the error appear and what is the error?)
and if possible give the link of the script post

This post has been edited by paulinho_chicha: Apr 27 2011, 02:37 AM
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Jonnie19
post Apr 27 2011, 09:22 AM
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Terribly sorry, it was late when I posted it biggrin.gif


Basically it works with the exception that when you open up the SG maps the cursor doesn't move, you do not step forward onto the next sphere!
Unfortunately it is a HUGE amount of scripts not just one biggrin.gif Although as Yanflys site has been taken down permanently click here to download Melody biggrin.gif that holds all of the scripts biggrin.gif


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paulinho_chicha
post Apr 27 2011, 04:39 PM
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So your problem wasnt about the script, it is fuly compatible with Yanfly YAY ^^,
make sure it is in this order



so what was your problem?:

1 - make sure you config correctly the character:

here it is for the 1st character:

CODE
#             Actor 1              #
  SPHERE_GRID_MAP_ID[1] = 4
  X[1] = 9
  Y[1] = 0
  CHARACTER_NAME_TO_SG[1] = "FFXSG3T"
  CHARACTER_INDEX_TO_SG[1] = 0
  CHARACTER_NAME_TO_MAP[1] = "Actor_001_8D"
  CHARACTER_INDEX_TO_MAP[1] = 0


2 - Why you coudn't walk arround sphere grid:

2.1 - make sure you have Sphere Level spheres, XD

2.2 - make the path passable, in the demo you gave me it was like this:



you have to change it to passable


^^ hope it works now,

from your friend chicheater

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kpatable
post May 7 2011, 08:54 AM
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That is freaking awesome. FFX's Sphere Grid may be my favorite way to level up (other than my ideas of course! XD), so it so super pimp that you made this! XD
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Lionheart84
post Jun 1 2011, 07:03 AM
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Hello! great script! i would use this in my project,but i have a question: it's possible when i do a step.. make a personal consume of slvl (ap in ffx) for every step?

This post has been edited by Lionheart84: Jun 1 2011, 07:29 AM
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Kaimi
post Jun 1 2011, 09:02 AM
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I believe that one 1 S.LVL is deducted (removed) for each step from character who currently uses a Sphere Grid.

Also S.LVL is certain amount of AP amassed, so you wrote it incorrectly, Lionheart84.
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Lionheart84
post Jun 1 2011, 01:08 PM
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sorry! can someone post a demo with the addon levelup included?
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Kaimi
post Jun 2 2011, 10:30 PM
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Sorry, but what do you mean by "addon levelup"? Activating sphere node removes one S.LVL? If so, Paulinho didn't make that exact copy of the Sphere Grid.
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Lionheart84
post Jun 3 2011, 02:16 PM
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Ehm.. on the first post there a scrip call "addon:gain s. when level up". i try to put in my project but i have an error when i insert this scrit on game interpreter. so,where i must put this script? for this motive i request a demo.. i don't understand this addon.
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paulinho_chicha
post Jun 8 2011, 04:30 PM
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QUOTE (Lionheart84 @ Jun 3 2011, 11:16 PM) *
Ehm.. on the first post there a scrip call "addon:gain s. when level up". i try to put in my project but i have an error when i insert this scrit on game interpreter. so,where i must put this script? for this motive i request a demo.. i don't understand this addon.


Ok

Here is the sequence of the scripts TESTED BY ME it fully works at 100% tongue.gif

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69HotStuff96
post Jul 7 2011, 06:24 AM
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Salute!

The script seems nice. The only thing I disliked about Omega7's Grid is the fact that the characters had their one unique grid, instead of sharing the same. Good job!

Just one question: will this script crash if I use it with FFXIII Battle System? (because thhis one already adds "Optima Change" to the Menu)

Thanks wink.gif


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ChrisStarry
post Jul 7 2011, 02:33 PM
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This script is neat and all, but as soon as I hit "Back to map" on the sphere grid, the character's sprite changes.. I have no idea how to fix this..
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WarriorOfLightX
post Dec 22 2011, 03:20 PM
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QUOTE (ChrisStarry @ Jul 7 2011, 03:33 PM) *
This script is neat and all, but as soon as I hit "Back to map" on the sphere grid, the character's sprite changes.. I have no idea how to fix this..

You have to set that in the script.

P.S.
Does anyone know how to do this with KCG Large party script it glitches up on me.

This post has been edited by WarriorOfLightX: Dec 22 2011, 03:28 PM
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paulinho_chicha
post Jan 1 2012, 01:56 PM
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I know i've been away for a long time, but i came back biggrin.gif
i'll answer all of your questions as i can solve them ok?

This post has been edited by paulinho_chicha: Jan 1 2012, 01:56 PM
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paulinho_chicha
post Jan 1 2012, 02:31 PM
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QUOTE (69HotStuff96 @ Jul 7 2011, 03:24 PM) *
Salute!

The script seems nice. The only thing I disliked about Omega7's Grid is the fact that the characters had their one unique grid, instead of sharing the same. Good job!

Just one question: will this script crash if I use it with FFXIII Battle System? (because thhis one already adds "Optima Change" to the Menu)

Thanks wink.gif

Yes it is Compatible just use this instead of the normal "[ADD ON] Sphere Grid in Menu":
ADD ON Sphere Grid in Menu *Modified*

CODE
class Scene_Menu < Scene_Base
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    sg = "Sphere Grid"
    s7 = "Optima change"
    @command_window = Window_Command.new(160, [s1, sg, s2, s3, s4, s7, s5, s6])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
  end
  
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3, 4  # Skill, equipment, status
        start_actor_selection
      when 5      # Optima Change
        $scene = Scene_Optima.new
      when 6      # Save
        $scene = Scene_File.new(true, false, false)
      when 7      # End Game
        $scene = Scene_End.new
      end
    end
  end
  
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # Sphere Grid
        Sphere_Grid_Processes::to_sg(@status_window.index)
      when 2  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 3  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 4  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end



QUOTE (ChrisStarry @ Jul 7 2011, 03:33 PM) *
This script is neat and all, but as soon as I hit "Back to map" on the sphere grid, the character's sprite changes.. I have no idea how to fix this..


You have to set that in the Sphere_Grid_Config script.


QUOTE (WarriorOfLightX @ Dec 23 2011, 12:20 AM) *
Does anyone know how to do this with KCG Large party script it glitches up on me.


Ofcourse it glitches, the script only accepts 4 characters in the party, remember?
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