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Active time bar + a bar fo casting Spells

WiZ`

Member

i really don't know where to find it X| i'd found a kind of in a game "izureus something" but i was no able to copy it in my game please someone help me, it's a several time that i'm in search of this script X| damn it X|

i need a script for battle sistem with an active time bar like in the most common finalfantasy battle sistem, and a script that load a bar when you cast the spell like in finalfantasy10-2 please help me X|

EDIT: I've found it, the game is colled Izeru it's by trickster i think :\, but i've the sdk in my project and with the sdk the scripts don't work T.T
can someone help me and translate those scripts in the project for the battle system so i can use it with the sdk? pls help me
i need only the script for the skill cast time the atb and no other script i don't need the zoom or the battle menù with the icon XD
thanks to all the good guys that will decide to help me :D
 
Just use the search function...
Personally my favourite BS, and SDK compatible is RTAB. Just look for "RTAB The systems"
There should also be un upgrade for the casting time thing u talked about.
 

WiZ`

Member

"we mike... ma tu sei italiano di italia giusto :eek: ce stai a chattà su rpg2s, a meno che tu non sia n'altro co lo stesso nick XD"

I've found the script i need, is the one in the project "izeru" like i've write above, but i don't know how to make it work with the sdk :\ i need someone of the sdk team XD
 

WiZ`

Member

emm... this bs is a mass XD it simply have an atb and... i've found what i was looking for, but i think now the problem is in my project, i've edit the class
window_base and window_message and with my new version of this two class the script doesn't work (it's compatible with the sdk but nothing X|)

EDIT: Error X| the problem is the "multi message script" created by someone of the sdk team i think, this script doesn't allow the bs-script to work correctly, but i can't delete that script X| pls, can someone help me pls? T.T
i'll be sure to post the two script with the sdk i've in my project, i really need it, i'll put the credit i'll kiss his ass anything, but pls help me T.T
 

WiZ`

Member

emm, it's impossible to post my project @_@ is enormous XD i can post the DataFile with the script if you wont :\ but the graphic... i really can't post the graphic of my game XD but in fact the problem are only those two scripts above, then, if someone know a way pls help, i think that the easiest way is to disable the message script when you're in battle mode, but if possible i'd prefer to make work together the two scripts XD that could be great **
 

WiZ`

Member

i've try it, it doesn't work, but i've notice that if the bs is belove the sdk and i delete the multiple message script, the bs start without problem, then the problem is the multiple message script, the error appear when the script try to load the window_message class with @variable=Window_Message.new
 
Here I will convert it to work with SDK 2.0

Check back in a few hours as I am quite busy

Code:
#==============================================================================
# ** Auto Font Install
#------------------------------------------------------------------------------
# Wachunga
# Version 1.1
# 2006-05-26
#------------------------------------------------------------------------------
=begin

  Automatically installs one or more fonts so the player doesn't have to. It
  only does this the first time the game is run and the process is quite
  transparent (notification to the player is optional).

  Thanks to MagicMagor for the pointer to one of the Win32 functions.
  
  FEATURES
  - handles installation of fonts so players don't have to
  - supports multiple fonts
  - process is quite transparent
  
  SETUP
  Create a Fonts folder in the game directory and place all fonts to be
  installed within. Then update the Filenames and Names constants below,
  adding an element to both arrays for each font.
  
  This script only installs the fonts on the player's computer. You'll
  still have to refer to them as necessary within the game,
  e.g. by setting a new default as follows (in main):
  Font.default_name = [Fonts::Names[0], 'MS PGothic']
  
  This script uses the SDK, available from:
  http://www.rmxp.org/forums/showthread.php?t=1802
  
  (To remove this dependency, just delete the three SDK-labeled lines,
  including the 'end' at the bottom of the script.)
  
  This script also requires the free FileUtils module by Minero Aoki, which
  is included in the standard Ruby distribution but for some reason not
  available in RMXP. Download and place it in your scripts subdirectory:
  http://s88387243.onlinehome.us/rmxp/auto_font_install/fileutils.rb
  
  Note: if player does not have the rights to install fonts on their machine,
  this probably won't work -- but then they wouldn't be able to do it manually
  either. :)

=end
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Auto Font Install', 'Wachunga', 1.1, '2006-05-26')
#--------------------------------------------------------------------------
# Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.0, [1])
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.enabled?('Auto Font Install')

  module Fonts
    # filenames of fonts to be in stalled
    Filenames = ['KOMIKASL.ttf', 'KOMIKASK.ttf']
    
    # names (not filenames) of fonts to be installed
    Names = ['Komika Slim', 'Komika Slick']
  
    # whether to notify player (via pop-up message) that fonts were installed
    Notify = true
    
    # location of fonts (relative to game folder)
    Source = 'Fonts/'
    
    # location of fonts after installation
    Dest = ENV['SystemRoot'] + '\Fonts\\'
  end
  
  class Scene_Title
    
    AFR = Win32API.new('gdi32', 'AddFontResource', ['P'], 'L')
    WPS = Win32API.new('kernel32', 'WriteProfileString', ['P'] * 3, 'L')
    SM = Win32API.new('user32', 'SendMessage', ['L'] * 4, 'L')
    WM_FONTCHANGE = 0x001D
    HWND_BROADCAST = 0xffff
  
    alias wachunga_autofontinstall_st_main main
    def main
      success = []
      for i in 0...Fonts::Filenames.size
        f = Fonts::Filenames[i]
        # check if already installed...
        if not FileTest.exists?(Fonts::Dest + f)
          # check to ensure font is in specified location...
          if FileTest.exists?(Fonts::Source + f)
            require Dir.getwd + '/Data/fileutils.rb'
            # copy file to fonts folder
            FileUtils.cp(Fonts::Source + f, Fonts::Dest + f)
            # add font resource
            AFR.call(Fonts::Dest + f)
            # add entry to win.ini/registry
            WPS.call('Fonts', Fonts::Names[i] + ' (TrueType)', f)
            SM.call(HWND_BROADCAST,WM_FONTCHANGE,0,0)
            if FileTest.exists?(Fonts::Dest + f)
              success.push(Fonts::Names[i])
            else
              print "Auto Font Install:\n\nFailed to install " +
                Fonts::Names[i] + '.'
            end
          else
            print "Auto Font Install:\n\nFont " + f + " not found."
          end
        end
      end
      if success != [] # one or more fonts successfully installed
        if Fonts::Notify
          fonts = ''
          success.each do |f|
            fonts << f << ', '
          end
          print "Auto Font Install:\n\nSucessfully installed " + fonts[0..-3] +
            '.'
        end
        # new fonts aren't recognized in RMXP until the program is
        # restarted, so this is (unfortunately) necessary
        a = Thread.new { system('Game') }
        exit
      end
      wachunga_autofontinstall_st_main
    end
  end
#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end
 

WiZ`

Member

when i'll put the patch and that class you've translate into my project, it pop ups an error X|

Script ' ' line 56: NameError occurred.
uninitialized constant SDK::Parts

I don't know what it means :\ can you pls help me guis :)


EDIT: i think i've found a solution to the problem... but i don't know how to do it :\
if i put a variable into the multiple message script that allow (when it's true) that the script work, i can easy put it false when the battle start
so when you are in battle with a variable i'll put off the multiple message script, can someone do this, i don't think it could be difficult, pls i really need it T.T help help help
 

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