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> Rice Field Battle System EXL!!!, Also known as rye.jp battle system
deepflow
post May 7 2010, 07:18 AM
Post #21



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thanks for this amazing battle system !

I look forward to your next scripts thumbsup.gif
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Locke
post May 10 2010, 02:21 AM
Post #22


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Its very nice script and a easy use script to laugh.gif

SALUTE!!


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CiDvonBlaud
post Jun 25 2010, 11:46 AM
Post #23



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Erm, hey. I'm new here but i've actually been surfing the site for quite some time. Anyway, for those of you too lazy to do your own battlebacks for this particular BS(like me), just copy the script below and paste it above Main. It's not mine and i don't know who to credit either but Achilles posted it here: http://www.rpgrevolution.com/forums/index....showtopic=21085



CODE
#======================================================================
========
# � Spriteset_Battle
#------------------------------------------------------------------------------
# ???????????????????????????? Scene_Battle ??
# ????????????
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :viewport1 # ????????????
attr_reader :viewport2 # ????????????
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
# ?????????
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
if $game_temp.battleback_name == ""
@battleback_sprite = nil
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
else
# ??????????????
@tilemap = nil
@battleback_sprite = Sprite.new(@viewport1)
end
# ????????????
@enemy_sprites = []
for enemy in $game_troop.enemies#.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
# ????????????
@actor_sprites = []
for j in 0..7
# �A�N�^�[�X�v���C�g��lj�
@actor_sprites.push(Sprite_Battler.new(@viewport1, $game_party.actors[j]))
end
# ?????
@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
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
if @tilemap != nil
# ?????????
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
end
@tilemap.dispose
end
# ??????????????
if @battleback_sprite != nil
# ??????????????????????
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
@battleback_sprite.dispose
end
# ??????????????????????
for sprite in @enemy_sprites + @actor_sprites
sprite.dispose
end
# ?????
@weather.dispose
# ????????????
for sprite in @picture_sprites
sprite.dispose
end
# ????????????
@timer_sprite.dispose
# ?????????
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
@viewport4.dispose
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def effect?
# ??????????????? true ???
for sprite in @enemy_sprites + @actor_sprites
return true if sprite.effect?
end
return false
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ???????????????????????
if @battleback_sprite != nil
if @battleback_name != $game_temp.battleback_name
@battleback_name = $game_temp.battleback_name
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
bg_bitmap = RPG::Cache.battleback(@battleback_name)
bg_bitmap_stretch = Bitmap.new(640, 480)
bg_bitmap_stretch.stretch_blt(Rect.new(0, 0, 640, 480), bg_bitmap, bg_bitmap.rect)
@battleback_sprite.bitmap = bg_bitmap_stretch
end
end
if @tilemap != nil
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
end
# ????????????
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
# ???????????
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
# ????????????
for sprite in @picture_sprites
sprite.update
end
# ????????????
@timer_sprite.update
# ???????????????
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# ????????????
@viewport4.color = $game_screen.flash_color
# ?????????
@viewport1.update
@viewport2.update
@viewport4.update
end
end


PS: I'm not really a scripter but i like to experiment to accommodate my laziness and make my life easier. it worked for me and i thought i'd share. so there. biggrin.gif


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ky_pep
post Aug 20 2010, 01:54 PM
Post #24


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I couldnt get the script to work with any visual equipment scripts, i tried modern algebras and kotfires.

Here's a link to kotfires script-

http://www.aldearpg.net/Foros/showthread.php?tid=27

The Error that appears with the Kotfire Visual equipment is:

Script 'Easy Character Generator' line 524: Type Error occurred.
Undefined super class 'Window_Selectable'


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tictaco
post Sep 10 2010, 11:59 AM
Post #25



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How do i set the "Raising" and "Piercing" animations for a particular weapon?

This post has been edited by tictaco: Sep 10 2010, 11:59 AM
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chrono150
post Sep 16 2010, 04:45 PM
Post #26



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I followed your directions to a T and I still have problems.
The red circles show that even though it's named exactly like it should be and are at 60x60 it still doesn't show up right.
The green (I was wondering if you could help me with this as well) shows that the windowskin I chose for my game doesn't match the battle skin. How can I fix this?

Thanks

EDIT I've realized that Using the Modified Scene_Menu (FF7 Mod) Might have caused the graphics problem.
For some reason, your script uses the pictures from the menu. If that's the case, is there any fix to it? Because even at 60x60 it covers the HP and SP...

This post has been edited by chrono150: Sep 16 2010, 04:55 PM
Attached File(s)
Attached File  Debug.png ( 1.41MB ) Number of downloads: 9
 
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36inc
post Sep 17 2010, 06:58 PM
Post #27


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You know what would be cool?
Persona style.
you know like the faces on the right side and it focused behind your character.



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chrono150
post Sep 18 2010, 10:04 AM
Post #28



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I still need halp guys.... o___o
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Jojozityjo
post Sep 21 2011, 09:06 PM
Post #29


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i dont suppose anyone answers this anymore ... if so .. i have a question ... every time i get into a battle with this script, i immediately get a script error ...

Script ' Battle Stats +' line 42: NoMethodError occurred.

undefined method 'draw_actor_background' for
#<Window_BattleStatus:0x8e10f08

it's exactly that ... can anyone help me?

This post has been edited by Jojozityjo: Sep 21 2011, 09:36 PM
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Night_Runner
post Sep 21 2011, 10:42 PM
Post #30


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If you look back in the demo file, in the Script Editor the author of this script changed a couple of the default scripts, and you need to copy those edited default scripts in to your game, along with the custom scripts.
The two default scripts you need to copy are the Spriteset_Battle*** and the Window_Base*** scripts, and then back in your actual game you need to overwrite the default Spriteset_Battle & Window_Base scripts with the *** ones...

I can't exactly say I approve of this, but it's how they've done it...


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Jojozityjo
post Sep 21 2011, 11:16 PM
Post #31


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ah, well that got rid of the error and the battles play now, Thank You very very much for that, but now there is a graphic disfigurement.

The face graphics are sticking half way through the bottom of the screen and there is an extra set of "HP" "SP" letters are where the face pictures should be. any knowledge on how to fix that?

sorry if this is too much, im rather noobish completely at scripting >/<

This post has been edited by Jojozityjo: Sep 22 2011, 12:05 AM
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Barefoot Studios
post Nov 29 2011, 11:36 AM
Post #32


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So I copied everything over into my project but nothing happens. A read me or even a video tutorial would be awesome for a noob like me >.< The demo works flawlessly but not in my project. Help anyone?
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Night_Runner
post Nov 30 2011, 04:22 AM
Post #33


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So, in the demo you need to copy the scripts (Tools >> Script Editor) (make sure that you back up your game first! I need you to delete scripts, and you need to make sure that you have a backup in case anything goes wrong!)
  1. In your game delete the script Spriteset_Battle, and replace it with the Spriteset_Battle*** script from the demo
  2. In your game delete the script Window_Base, and replace it with the Window_Base*** script from the demo
  3. You've copied the scripts Rice Field CBS, Command Window Add-On Module, continuous path control turn system and CP "Order Synthesize Gauge" into your game, before the script Main


Does that help?


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Most important guide ever: Newbie's Guide to Switches
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TotallY InsanE K...
post Dec 2 2011, 01:18 PM
Post #34



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Good work!


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