
You totally wrong, it's a multiview battle system, like the ACBS (can be sideview, frontview, isometric, and custom) with far more customizable options and far better compatibility. In fact the default of Victor Engine is front view, since the other views that require actors needs the Actors Battlers scripts.susanM":xfcapgsr said:oh you merged with victor engine? but thats a 2D side view battle system.... thats nothing compared to your chrono trigger battle system which out ranks the side view battle system by a mile in any given day... ya ya, the victor system may have all kinds of features but it still doesnt change the fact that its a side view battle system... yours is superior and cant never be compared against any other battle system in my opinion... its sad to see this wonderful battle system go to waste.....![]()
I'm still planing making a last update for bug fixes. But who knows when i will be in the mood for that?Sosaria":xfcapgsr said:Does that mean that this script won't be receiving anymore updates? D: I've been looking forward to the next release, too.![]()
That's good to hear. ^^ All in good time, right?atoa":1je65hch said:I'm still planing making a last update for bug fixes. But who knows when i will be in the mood for that?Sosaria":1je65hch said:Does that mean that this script won't be receiving anymore updates? D: I've been looking forward to the next release, too.![]()
class Bitmap
alias old_bitmap_dt draw_text
def draw_text(x, y, *args)
return draw_text(x.x, x.y, x.width, x.height, y, *args) if x.is_a? Rect
oldcolor = font.color.dup
if font.shadow.active?
font.color = font.shadow.color
size = font.shadow.size
[u]old_bitmap_dt(x + size, y + size, *args)[/u][i] Line 456[/i]
end
if font.outline.active?
font.color = font.outline.color
size = font.outline.size
range_x = (x - size)..(x + size)
range_y = (y - size)..(y + size)
font.color.alpha *= size / ((range_x.last - range_x.first) *
(range_y.last - range_y.first) - 1).to_f
range_x.each do |now_x|
range_y.each do |now_y|
unless x == now_x and y == now_y
old_bitmap_dt(now_x, now_y, *args)
end
end
end
end
font.color = oldcolor
old_bitmap_dt(x, y, *args)
end
#==============================================================================
# ** Window_ShopStatus
#------------------------------------------------------------------------------
# This window displays number of items in possession and the actor's equipment
# on the shop screen.
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
return if @item.nil?
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, 32, 'Number in possession:')
self.contents.font.color = normal_color
self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
return if @item.is_a?(RPG::Item)
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
for n in 0...actor.equip_kind.size
id = actor.equip_kind[n]
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.equip_id[n]] if id == 0
else
if $data_armors[actor.equip_id[n]].type == @item.type_id and not
(@item.type_id == 1 and actor.two_swords_style)
item1 = $data_armors[actor.equip_id[n]]
end
end
end
if actor.equippable?(@item)
change = 0
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
change = atk2 - atk1
elsif @item.is_a?(RPG::Armor) and @item.kind <= 2
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
change = pdef2 - pdef1 + mdef2 - mdef1
elsif @item.is_a?(RPG::Armor) and @item.kind > 2
change = 0
item1 = nil
end
if change > 0 and actor.equippable?(@item)
self.contents.font.color = text_color(3)
elsif change < 0 and actor.equippable?(@item)
self.contents.font.color = text_color(2)
end
self.contents.draw_text(64, 64 + 64 * i, 128, 32,sprintf('%+d', change), 2)
self.contents.font.color = normal_color
end
if item1 != nil
x = 4
y = 64 + 64 * i + 32
bitmap = RPG::Cache.icon(item1.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item1.name)
end
end
end
end
#--------------------------------------------------------------------------
# * Battler animation update
#--------------------------------------------------------------------------
def update_battler_animation
animation = animation($data_animations[@battler.animation_id], @battler.animation_hit, @battler.animation_pos, @battler.animation_mirror)
@battler.animation_id = 0
@battler.animation_pos = nil
@battler.animation_mirror = false
end
[code]#--------------------------------------------------------------------------
# * Set Battle Animation
# battler : battler
# wait_base : base wait time
#--------------------------------------------------------------------------
alias set_action_anim_skillreflection set_action_anim
def set_action_anim(battler, wait_base)
now_action(battler)
set_action_anim_skillreflection(battler, wait_base)
for target in battler.target_battlers
if target.reflects != nil and not battler.reflect_set[target]
action = battler.now_action.is_a?(RPG::Skill) ? battler.now_action : nil
target.animation_id = 0 if target.reflection == 0
target.animation_id = set_reflect_anim(battler, target)
set_reflect_anim(target, target.reflects['Magic'][3]) if battler.action_magic(skill)
set_reflect_anim(target, target.reflects['Physic'][3]) if battler.action_physical(skill)
battler.reflect_set[target] = true
end
end
end
#--------------------------------------------------------------------------
# * Set Battle Animation
# battler : battler
# wait_base : base wait time
#--------------------------------------------------------------------------
alias set_action_anim_skillreflection set_action_anim
def set_action_anim(battler, wait_base)
now_action(battler)
set_action_anim_skillreflection(battler, wait_base)
for target in battler.target_battlers
if target.reflects != nil and not battler.reflect_set[target]
action = battler.now_action.is_a?(RPG::Skill) ? battler.now_action : nil
target.animation_id = 0 if target.reflection == 0
if battler.action_magic(action)
target.animation_id = target.reflects['Magic'][3]
end
if battler.action_physical(action)
target.animation_id = target.reflects['Physic'][3]
end
battler.reflect_set[target] = true
end
end
end