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Valcrist
RICE FIELD BATTLE PACK EXL

V0.1




At last! The EXL pack of Rice Field (a.k.a. Rye.jp) Battle System is finally out! Mwahahahahaha....!!! *cackles maniacally* Many interesting things in this battle pack such as RTAB system, custom battle status, and many more are included here. So check it out! wink.gif

Features


XRXS RTAB system.
Custom battle status
Individual "Escape" command
And most important, no more "No Weapon Equip" errors! biggrin.gif


Known Bugs


Can't change the battler graphic during battle (Currently trying to fix it)


FAQs

================================================================================

Q: How do you set ranged weapons?

A: Go down to line 306 in cbs.



Add a comma to the number there and add the id of the ranged weapon (Such as guns and bows) in your weapon tab.
================================================================================

Q: How do you set the difference between Mellee Skill, Ranged Skill and Magic?

A: Well, the real difference between Mellee Skill and Magic is in their STR-F and INT-F. Take a look on the picture below.



If you add number(s) in the STR-F, then it'll be considered as Mellee Skill, and vice-versa. But if you want to set them manually in the script, go to line 318 of the CBS Script.



There you can set the id of any mellee, ranged, or magic skill at ease. smile.gif
================================================================================

Q: How do you set the icon bar for the characters and enemies?

A: That's simple. go to the line 14 of the CP "Order Synthesize Gauge" script in script editor.



There, you could put the individual characters and enemies id(s) and their respective icon file name.
================================================================================

Q: About the battle status, How do i set the pictures of my character to fitly shown up on the battle status ?

A: The battler picture must be exactly 60x60 in size and must be named EXACTLY as same as your character graphic.
================================================================================

Q: I can't change character graphic during battle! What happened?

A: Well, i'm currently trying to fix it. So just wait and see how the miracle works. ;p
================================================================================

Q: Is it true you got rid that "No weapon Equipped" error?

A: Ummm.... Well.... See for yourself. ;D
================================================================================

Q: What is the meaning of EXL, anyway?

A: Oh, don't bother. It's just a tag to grab your attention. Pretty catchy, isn't it? tongue.gif
================================================================================

Q: Help! I got *insertwhateveryouwanthere* errors when using this script!

A: Post it here! Maybe i could help. But, please, be detailed, okay? smile.gif A little screenshot would be okay. smile.gif
================================================================================
Download!!! V.0.1!!!


Credits


Rice Field
XRXS
And last but not least, me. smile.gif


C&C is appreciated! biggrin.gif
Aniston
This CBS is pretty damn good; I’ll probably end up using it in my game (Unless it comes into conflicts with some of the other scripts).

Awesome work on it. thumbsup.gif
Bt255
Wow, this is really cool and easy to use! I will be crediting you, don't worry tongue.gif

One quick question though. On your demo during the Angel battle, you had the enemies set up vertical like the battlers (As they are in any Side-View Battle System), but when I added the script the enemies show up horizontal. They're still sideview graphics and everything, they just line up horizontally across the screen. Hope that's descriptive enough :S Any help from anyone on how I can get them vertical would be appreciated. Thanks!
Valcrist
QUOTE (Bt255)
Wow, this is really cool and easy to use! I will be crediting you, don't worry tongue.gif

One quick question though. On your demo during the Angel battle, you had the enemies set up vertical like the battlers (As they are in any Side-View Battle System), but when I added the script the enemies show up horizontal. They're still sideview graphics and everything, they just line up horizontally across the screen. Hope that's descriptive enough :S Any help from anyone on how I can get them vertical would be appreciated. Thanks!


Arrange it manually in your project Troops tab. You can see the example on this Battle Pack demo for your convinience. smile.gif

BTW, have any ideas what should i add for the next V 0.2? Kinda waiting for a good suggestions here... smile.gif
Bt255
QUOTE (Valcrist @ Dec 29 2008, 09:50 PM) *
QUOTE (Bt255)
Wow, this is really cool and easy to use! I will be crediting you, don't worry tongue.gif

One quick question though. On your demo during the Angel battle, you had the enemies set up vertical like the battlers (As they are in any Side-View Battle System), but when I added the script the enemies show up horizontal. They're still sideview graphics and everything, they just line up horizontally across the screen. Hope that's descriptive enough :S Any help from anyone on how I can get them vertical would be appreciated. Thanks!


Arrange it manually in your project Troops tab. You can see the example on this Battle Pack demo for your convinience. smile.gif

BTW, have any ideas what should i add for the next V 0.2? Kinda waiting for a good suggestions here... smile.gif


Thanks a bunch, completly overlooked that. As for suggestions, I can think of a few minor ones but nothing too important. I've noticed in battle the command window (Attack, Defense, Skill, etc.) sort of jumps all over the screen after each attack, meaning it's never in one place for more then one turn. I don't know if that actually fixable or if it's just based on the battler position. Not too important, just felt like mentioning it. If I come up with others I'll post them here. tongue.gif
Aniston
QUOTE (Valcrist @ Dec 29 2008, 07:50 PM) *
Arrange it manually in your project Troops tab. You can see the example on this Battle Pack demo for your convinience. smile.gif

BTW, have any ideas what should i add for the next V 0.2? Kinda waiting for a good suggestions here... smile.gif

It'd be great if you could make this compatible with Blizzard's Chaos Rage Limit System. laugh.gif
AuraOfWind
Wow, so this is the latest version, i can't believe I have an outdated version. I better try the flexibility of this script.
Bt255
Hmm. Well this was great until I started getting errors -_- I don't know if it's a complication with another script or what, but I keep getting this error Message before a battle starts.

Unable to find file Graphics/Characters/019-Theif04_face.

It's odd because I have all the battle pictures for my party members in Graphics/Pictures. I really don't know why there needs to be something in graphics Characters. I actually titled the battle picture that and threw it in Graphics/Characters just to see what would happen and It made up a new file!

Unable to find file Graphics/Characters/019-Theif04_face_face.

It added _face another time. It happens with all characters, not just that one. I don't know what happened, but it worked perectly once >.< Any help is appreciated.
Bt255
Never mind. It was compatability issues with Blizzard's Tons of Addons scripts.
obsorber
In this battlesystem...do all the skills look the same when you use them?
I'm quite impressed though but there is another similar battlesystem which I think I'll stick to and I believe is overally better than this one. I love the way the facesets are set out good job on this one!!!
Momo_san
I like your faceset they're so cute!!! I wish i could draw something like that... laugh.gif
I too like you battle menu...
Impressive!! biggrin.gif
YumiStar
This is agreat side-view set for me! Really, it works perfectly for me. Except, that I can't get the little faces and seperate status screen to appaer. I have all the graphics in my folder with the pictures named Exactly like the charaset, and they are all 60x60...But it just shows me the big ol status screen with seperate options. Other than that, PERFECT! biggrin.gif
sal_galus
You have a really nice system for your battlers, what I can't quite figure out is how you get the battlers to take the standard 2d front view system and make it auto change it to a side view system
chrono150
The only problem I have is the download only came with the basic 8 character's pictures, but for my 2nd character, I have the 2nd fighter and she doesn't have a picture to match.
but all in all it's fantastic thanks.gif thumbsup.gif
Yukito Amaya
I'm sorry, but I'm having the worst type of day trying to figure this thing out.
I downloaded the demo and copied and pasted everything over to my own project file, and it works fine, but when I delete the map that you had in your demo with the angel and the crystals standing around, it won't show text anymore. So I be a bit more edgey, and just make a new map, don't touch the map that you made, and make a totally new map and have the starting point be from there. But the text won't show.. Again.
Also, it seems if I change any files in the Data folder that was copied from your demo and exchange it for anything else, the text doesn't appear.. Again. Even if it's stuff that doesn't seem like it should matter such as the 'Tilesets' file.
I'm just getting a bit overly frustrated with this problem~ I can't really seem to do anything at all. :l
Sorry I'm a bit new to RPG Maker XP~
sal_galus
QUOTE (Yukito Amaya @ Nov 3 2009, 07:59 PM) *
I'm sorry, but I'm having the worst type of day trying to figure this thing out.
I downloaded the demo and copied and pasted everything over to my own project file, and it works fine, but when I delete the map that you had in your demo with the angel and the crystals standing around, it won't show text anymore. So I be a bit more edgey, and just make a new map, don't touch the map that you made, and make a totally new map and have the starting point be from there. But the text won't show.. Again.
Also, it seems if I change any files in the Data folder that was copied from your demo and exchange it for anything else, the text doesn't appear.. Again. Even if it's stuff that doesn't seem like it should matter such as the 'Tilesets' file.
I'm just getting a bit overly frustrated with this problem~ I can't really seem to do anything at all. :l
Sorry I'm a bit new to RPG Maker XP~



I'm not sure if this will help since I haven't played this on for a bit but if you copy all the folders over from the rice field folder then look at all the switches that are activated. keeping all things currently activated on i think that might fix the issue but like I said before its been a bit since I have played this one. it is a good battle system but just so you know there are a few points that will blip with this one and there are also a few others that have the battle bar on the side that require a bit more scripting but have less of a tendency to blip like that.
mila26
berry nice um what are the terms and conditions?
Video Game Designer
The script is really nice. I keep getting the same error though.

"Script 'Rice Field CBS' line 1053: TypeError occured.

can't dup NilClass"

That is the error I get. Could someone please help me with this?
Night_Runner
The system isn't designed to deal with unarmed combat (well, in its defence, you can't do damage without a weapon anyway)

For anyone else with the same problem, the steps to fix it are here. (post 12)
dmoose
Is there anyway to have it where some enemies or enemies in general have the standard pictures so that it looks a bit more like a Final Fantasy kind of side view. Is there anyway to make the battle look like this mock up?

deepflow
thanks for this amazing battle system !

I look forward to your next scripts thumbsup.gif
Locke
Its very nice script and a easy use script to laugh.gif

SALUTE!!
CiDvonBlaud
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
ky_pep
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'
tictaco
How do i set the "Raising" and "Piercing" animations for a particular weapon?
chrono150
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...
36inc

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

chrono150
I still need halp guys.... o___o
Jojozityjo
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?
Night_Runner
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...
Jojozityjo
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 >/<
Barefoot Studios
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?
Night_Runner
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?
TotallY InsanE KiD
Good work!
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