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Sideview Battle System Tankentai XP, Updated to V2.2 June - 02 - 2009 |
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Feb 3 2010, 11:42 AM
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Level 15

Group: Revolutionary
Posts: 271
Type: Event Designer
RM Skill: Advanced

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Will have to post the script. I dont know if I could fix the compatibility issue but at least someone else have a reference.
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Feb 4 2010, 12:46 PM
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Level 11

Group: Revolutionary
Posts: 192
Type: Scripter
RM Skill: Masterful

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@Avarius I still active on the SBS original thread on HBGames.org http://www.rmxp.org/forums/viewtopic.php?f=11&t=60521 And this system *is* compatible with kaduki battlers and Minokoff style. It would need only small adjust on settings. If you have any other question about it post on hbgames.
This post has been edited by Atoa: Feb 4 2010, 12:46 PM
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Feb 5 2010, 09:29 AM
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Level 7

Group: Member
Posts: 95
Type: Artist
RM Skill: Intermediate

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QUOTE (Atoa @ Feb 4 2010, 12:46 PM)  @Avarius I still active on the SBS original thread on HBGames.org http://www.rmxp.org/forums/viewtopic.php?f=11&t=60521 And this system *is* compatible with kaduki battlers and Minokoff style. It would need only small adjust on settings. If you have any other question about it post on hbgames. Thanks Atoa. I'll see you there
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Feb 6 2010, 05:56 AM
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Level 2

Group: Member
Posts: 16
Type: None
RM Skill: Beginner

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How do i make my own animations?
i want a slime to do he's own attack basicaly i want my own animation... normally i could do it with HIDE TARGET in the animation tab...(i have a script that only sets the battlers on the side and with that it works...) .
but it doesn' t work witch this script .... how do i make my own animations with this script?
edit: i also want this: every charecters ATB bar has it's own speed.
This post has been edited by dylstew: Feb 6 2010, 06:23 AM
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Feb 6 2010, 06:50 AM
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Level 1

Group: Member
Posts: 5
Type: Developer
RM Skill: Intermediate

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What IS the script?
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Mar 4 2010, 10:00 AM
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Level 10

Group: Revolutionary
Posts: 155
Type: Developer
RM Skill: Beginner

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Hi there! I hope someone is still checking up on this topic to offer some script support. I am using version 2.2 I believe, along with GUILLAUME777's Multi-Slot Script. Here is my current Script Configuration.Everything in my project works perfectly fine, at least it seems to, after about two months of tinkering. I really only have one problem, that isn't really a problem, more of a request. I would really like to be able to configure if, when my actors are dual wielding different kinds of weapons, the weapon animation used for each weapon's attack (not each attack specifically because some of my weapons, light weapons, such as daggers, katars, and tantos, attack twice) would show the weapon used in that hand. Currently, say I equip an actor with a scimitar in the main hand and a battle axe in the off hand. It will perform an attack for each weapon, but uses the first weapon graphic for both weapons. So when the character is supposed to be attacking with the battle axe, it displays the attack animation with the scimitar icon instead I am hoping someone could configure the script so that it could refresh and switch to the icon for the weapon in the off hand when performing an attack with the off hand. Thanks and I hope someone can figure out if this is a possibility or not, or what I would have to do to make it work that way. This is an awesome script collection, and I wouldn't be surprised to see a lot of people using it in their projects! Thanks for all the hard work and dedication! My project could have never existed without it because, frankly, the default battle system was just too much of an eyesore and I never would have bothered. But the way I've configured this one, it looks and runs better than I had ever dreamed possible for a game being made by a single newb developer with amateur tools. Thank you, thank you so much! Credit times a trillion!!!
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May 26 2010, 12:48 AM
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Group: Member
Posts: 2
Type: None
RM Skill: Beginner

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very thanks the second error fixed
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Aug 21 2010, 05:01 PM
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Level 2

Group: Member
Posts: 15
Type: None
RM Skill: Undisclosed

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QUOTE (deka @ Jan 5 2009, 04:29 AM)  Excuse me can someone helpme out. I'm using this script with Rataime's visual equipment.If I'm using a visual equipment ,verytime I finish a battle the armor suddenly dissapears, and I need to go to the Equip tab to make the equipment visible again... Please help me  ... thx  on hb games its gone too where else may i find it??
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Dec 16 2010, 08:12 PM
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Level 42

Group: Revolutionary
Posts: 1,138
Type: None
RM Skill: Skilled

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Do you have any other script installed? Did you edit the script any? If so, what did you change?
You might need to add your actor number to it, if I remember correctly xD
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Dec 20 2010, 06:26 AM
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Group: Member
Posts: 1
Type: None
RM Skill: Undisclosed

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Hey guys and girls, I am currently trying to link the sideview battle system with the Battle Report System from Raziel. But whenever I try, there occures an error, telling me that there is an error in the last line of the script CODE #============================================================================== # ** Battle Report V1.6 # BattleReport.rb von Raziel (09.09.2009) #------------------------------------------------------------------------------ # http://www.rpg-studio.de/scriptdb/node/392 # http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=8994 #==============================================================================
class Game_Actor < Game_Battler def exp=(exp) @exp = [[exp, 9999999].min, 0].max while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 # NEW - David $d_new_skill = nil for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) # NEW - David skill = $data_skills[j.skill_id] $d_new_skill = skill.name end end end while @exp < @exp_list[@level] @level -= 1 end @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end #-------------------------------------------------------------------------- # * Get the current EXP #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # * Get the next level's EXP #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end
end
class Window_LevelUp < Window_Base
#---------------------------------------------------------------- def initialize(actor, pos) #change this to false to show the actor's graphic @face = false @actor = actor y = (pos * 120) super(280, y, 360, 120) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 255 if $d_dum == false refresh end end
#---------------------------------------------------------------- def dispose super end
#---------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 18 if @face == true draw_actor_face(@actor, 4, 0) else draw_actor_graphic(@actor, 50, 80) end draw_actor_name(@actor, 111, 0) draw_actor_level(@actor, 186, 0) show_next_exp = @actor.level == 99 ? "---" : "#{@actor.next_exp}" min_bar = @actor.level == 99 ? 1 : @actor.now_exp max_bar = @actor.level == 99 ? 1 : @actor.next_exp draw_slant_bar(115, 80, min_bar, max_bar, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255)) self.contents.draw_text(115, 24, 300, 32, "Exp:#{@actor.now_exp}") self.contents.draw_text(115, 48, 300, 32, "Level Up:" + show_next_exp) end
#---------------------------------------------------------------- def level_up self.contents.font.color = system_color self.contents.draw_text(230, 48, 80, 32, "LEVEL UP!") end #---------------------------------------------------------------- def update super end end # of Window_LevelUp
#================================= #Window_EXP # Written by: David Schooley #=================================
class Window_EXP < Window_Base
#---------------------------------------------------------------- def initialize(exp) super(0, 0, 280, 60) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 255 refresh(exp) end
#---------------------------------------------------------------- def dispose super end
#---------------------------------------------------------------- def refresh(exp) self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, 0, 150, 32, "Exp Earned:") self.contents.font.color = normal_color self.contents.draw_text(180, 0, 54, 32, exp.to_s, 2) end #---------------------------------------------------------------- def update super end end # of Window_EXP
#================================= #Window_Money_Items # Written by: David Schooley #=================================
class Window_Money_Items < Window_Base
#---------------------------------------------------------------- def initialize(money, treasures) @treasures = treasures super(0, 60, 280, 420) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 255 refresh(money) end
#---------------------------------------------------------------- def dispose super end
#---------------------------------------------------------------- def refresh(money) @money = money self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 4, 100, 32, "Items Found:") self.contents.font.color = normal_color y = 32 for item in @treasures draw_item_name(item, 4, y) y += 32 end cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 340, 220-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = normal_color self.contents.draw_text(4, 300, 220-cx-2, 32, "+ " + @money.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 340, cx + 100, 32, $data_system.words.gold, 2) end
def update super end end # of Window_Money_Items
class Scene_Battle alias raz_battle_report_main main alias raz_battle_report_be battle_end
def main # NEW - David #$battle_end = false @lvup_window = [] @show_dummies = true # Show dummy windows or not? raz_battle_report_main # NEW - David @lvup_window = nil @level_up = nil @ch_stats = nil @ch_compare_stats = nil end
def battle_end(result) raz_battle_report_be(result) # NEW - David @status_window.visible = false @spriteset.dispose Graphics.transition if result == 0 display_lv_up(@exp, @gold, @treasures) loop do Graphics.update Input.update if Input.trigger?(Input::C) break end end trash_lv_up 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]
# NEW - David @treasures = treasures @exp = exp @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 @phase5_wait_count = 10 end
def update_phase5 if @phase5_wait_count > 0 @phase5_wait_count -= 1 if @phase5_wait_count == 0 # NEW - David $game_temp.battle_main_phase = false end return end
# NEW - David battle_end(0)
end
def display_lv_up(exp, gold, treasures) $d_dum = false d_extra = 0 i = 0 for actor in $game_party.actors # Fill up the Lv up windows @lvup_window[i] = Window_LevelUp.new($game_party.actors[i], i) i += 1 end
# Make Dummies if @show_dummies == true $d_dum = true for m in i..3 @lvup_window[m] = Window_LevelUp.new(m, m) end end @exp_window = Window_EXP.new(exp) @m_i_window = Window_Money_Items.new(gold, treasures) @press_enter = nil gainedexp = exp @level_up = [0, 0, 0, 0] @d_new_skill = ["", "", "", ""] @d_breakout = false @m_i_window.refresh(gold) wait_for_OK
@d_remember = $game_system.bgs_memorize Audio.bgs_play("Audio/SE/032-Switch01", 100, 300) # NEW - David max_exp = exp value = 28 if exp < value value = exp end if value == 0 value = 1 end for n in 0..gainedexp - (max_exp / value) exp -= (max_exp / value) if @d_breakout == false Input.update end for i in 0...$game_party.actors.size actor = $game_party.actors[i] if actor.cant_get_exp? == false last_level = actor.level actor.exp += (max_exp / value) # Fill up the Lv up windows if @d_breakout == false @lvup_window[i].refresh @exp_window.refresh(exp) end if actor.level > last_level @level_up[i] = 5 Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150) if $d_new_skill @d_new_skill[i] = $d_new_skill end end if @level_up[i] == 0 @d_new_skill[i] = "" end if @level_up[i] > 0 @lvup_window[i].level_up end if Input.trigger?(Input::C) or exp <= 0 @d_breakout = true end end if @d_breakout == false if @level_up[i] >0 @level_up[i] -= 1 end Graphics.update end end if @d_breakout == true for i in 0...$game_party.actors.size actor = $game_party.actors[i] if actor.cant_get_exp? == false actor.exp += exp end end exp = 0 break end end Audio.bgs_stop @d_remember = $game_system.bgs_restore for i in 0...$game_party.actors.size @lvup_window[i].refresh end @exp_window.refresh(exp) Audio.se_play("Audio/SE/006-System06.ogg", 70, 150) $game_party.gain_gold(gold) @m_i_window.refresh(0) Graphics.update end def trash_lv_up # NEW - David i=0 for i in 0 ... 4 @lvup_window[i].visible = false end @exp_window.visible = false @m_i_window.visible = false @lvup_window = nil @exp_window = nil @m_i_window = nil end
# Wait until OK key is pressed def wait_for_OK loop do Input.update Graphics.update if Input.trigger?(Input::C) break end end end
end
class Window_Base < Window def draw_actor_face(actor, x, y) bitmap = RPG::Cache.picture("Faces/" + actor.character_name) self.contents.blt(x, y, bitmap, Rect.new(0,0,96,96)) end #-------------------------------------------------------------------------- # * Draw Slant Bar(by SephirothSpawn) #-------------------------------------------------------------------------- def draw_slant_bar(x, y, min, max, width = 152, height = 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255)) # Draw Border for i in 0..height self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255)) end # Draw Background for i in 1..(height - 1) r = 100 * (height - i) / height + 0 * i / height g = 100 * (height - i) / height + 0 * i / height b = 100 * (height - i) / height + 0 * i / height a = 255 * (height - i) / height + 255 * i / height self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a)) end # Draws Bar for i in 1..( (min / max.to_f) * width - 1) for j in 1..(height - 1) r = bar_color.red * (width - i) / width + end_color.red * i / width g = bar_color.green * (width - i) / width + end_color.green * i / width b = bar_color.blue * (width - i) / width + end_c Maybe someone is able to tell me where I have to put the script to get it work correctly? Or the things I have to chance so it works corretly thanks in advantage
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Jun 15 2011, 12:23 PM
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Group: Member
Posts: 2
Type: Writer
RM Skill: Beginner

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QUOTE (Atoa @ Jan 2 2009, 03:32 PM)  Content deleted because the post author is lazy
If you need it you can find on hbgames.org Do you know the link on hbgames.org or where I can find the script on that site?
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