Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

can someone edit this script please?

I don't think this should be too hard but you'll need to know about adding bars into scripts and etc. which i don't.

This is a 3 person battle scene edit by 'DerVVulfman':

Code:
#===============================================================================
# ** Three-Member Battlestatus
#------------------------------------------------------------------------------
#    by DerVVulfman
#    version 1.0
#    06-12-2007
#    SDK 2.2+ Compliant (Rewrote two defs in Window_BattleStatus for design)
#-------------------------------------------------------------------------------
#
#  This system replaces the default battlestatus window  with a revised system 
#  that was designed for only three-party systems.  As it 'may' work with par-
#  ties of four or higher, only the first three battlers will be listed on the
#  screen.
#
#  By design, the Actor Command Window which displays all the typical functions
#  is now relocated into a  'fixed'  position at the bottom left  of the screen 
#  instead of appearing over the stats of the current battler.  As such, I had
#  created an option  to show a pop-up window  over the 'actor command window'. 
#  This pop-up window shows the name of the current battler.
#
#  Also, being me...  I set the system up  so you can change the opacity levels
#  of the battlestatus window and borders.  This works best when the battleback
#  image is stretched to fill the whole screen instead of the default '640x320' 
#  size. 
#
#  And as a further bonus, this system can work with the default system and the
#  RTAB battlesystem.  You merely need to edit the 'RTAB_BATTLESTATUS' value to
#  true for it to work with the RTAB system
#
#-------------------------------------------------------------------------------
#
#  NOTE:  This script was a request by Mastermind to work in tandem with a side
#  view battle script.
#
#==============================================================================


   #=======================================================================#
   #  **  C  O  N  F  I  G  U  R  A  T  I  O  N      S  Y  S  T  E  M  **  #
   #=======================================================================#

  # Actor Command Window
  ACTOR_CMD_OPACITY       = 255     # Transparency of the border (0-255)
  ACTOR_CMD_BACK_OPACITY  = 191     # Transparency of the background (0-255)

  # Actor Name Window
  ACTOR_NAME_WINDOW       = true    # If true, the actor name window is visible
  ACTOR_NAME_OPACITY      = 255     # Transparency of the border
  ACTOR_NAME_BACK_OPACITY = 191     # Transparency of the background
  
  # Battlestatus Window
  BATTLESTAT_FIXED        = true    # If true, the b-stat window is full-sized
  BATTLESTAT_OPACITY      = 255     # Transparency of the border (0-255)
  BATTLESTAT_BACK_OPACITY = 191     # Transparency of the background (0-255)
  
  RTAB_BATTLESTATUS       = false   # Set value to true if using RTAB or CTAB  
  
   #========================================================================
   #            C O N F I G U R A T I O N   S Y S T E M   E N D            #
   #========================================================================



#============================================================================== 
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------  
  alias tmb_main main
  def main
    # Make other windows
    @dummy_command_window               = Window_Actor_Command_Dummy.new
    @dummy_hero_window                  = Window_Actor_Command_Hero.new(nil)
    # Make the hero name window false
    @dummy_hero_window.visible          = false
    # Set the opacities
    @dummy_command_window.opacity       = ACTOR_CMD_OPACITY
    @dummy_command_window.back_opacity  = ACTOR_CMD_BACK_OPACITY
    @dummy_hero_window.opacity          = ACTOR_NAME_OPACITY
    @dummy_hero_window.back_opacity     = ACTOR_NAME_BACK_OPACITY
    # The original call
    tmb_main
    # Dispose of windows
    @dummy_command_window.dispose
    @dummy_hero_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Actor Command Window Setup
  #--------------------------------------------------------------------------  
  alias tmb_p3scw phase3_setup_command_window
  def phase3_setup_command_window
    # Perform the original call
    tmb_p3scw
    # Ensure command window position
    @actor_command_window.x = 0
    @actor_command_window.y = 320
    # Set the opacity
    @actor_command_window.opacity       = ACTOR_CMD_OPACITY
    @actor_command_window.back_opacity  = ACTOR_CMD_BACK_OPACITY    
    # Hide the Fake Actor Window
    @dummy_command_window.visible = false
    # If the Name window option is on
    if ACTOR_NAME_WINDOW
      # Show the hero window &  use current battler name
      @dummy_hero_window.visible = true
      @dummy_hero_window.refresh($game_party.actors[@actor_index])
    end
  end
  #--------------------------------------------------------------------------
  # * Go to Command Input for Next Actor
  #--------------------------------------------------------------------------  
  alias tmb_p3na phase3_next_actor
  def phase3_next_actor
    # if the Name Window option is on
    if ACTOR_NAME_WINDOW
      # Hide the hero name window
      @dummy_hero_window.visible = false
    end
    # Show the Fake Actor Window
    @dummy_command_window.visible = true
    # Perform the original call
    tmb_p3na  
  end
  #--------------------------------------------------------------------------
  # * Go to Command Input of Previous Actor
  #--------------------------------------------------------------------------
  alias tmb_p3pa phase3_prior_actor
  def phase3_prior_actor
    # If the Name Window option is on
    if ACTOR_NAME_WINDOW
      # Hide the hero name window
      @dummy_hero_window.visible = false
    end
    # Show the Fake Actor Window
    @dummy_command_window.visible = true
    # Perform the original call
    tmb_p3pa  
  end  
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : basic command)
  #--------------------------------------------------------------------------
  alias tmb_up3bc update_phase3_basic_command
  def update_phase3_basic_command
    # Show the Fake Actor Window
    @dummy_command_window.visible = true
    # Perform the original call    
    tmb_up3bc
  end
end



#==============================================================================
# ** Window_Actor_Command_Dummy
#------------------------------------------------------------------------------
#  This window is a substitute/placeholder for the Actor Command Window.
#==============================================================================

class Window_Actor_Command_Dummy < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------  
  def initialize
    super(0, 320, 160, 160)
    self.contents      = Bitmap.new(width - 32, height - 32)    
    self.opacity       = ACTOR_CMD_OPACITY
    self.back_opacity  = ACTOR_CMD_BACK_OPACITY
  end
end



#==============================================================================
# ** Window_Actor_Command_Hero
#------------------------------------------------------------------------------
#  This window shows the name of the currently available battler.
#==============================================================================

class Window_Actor_Command_Hero < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------  
  def initialize(actor)
    super(0, 256, 160, 64)
    self.contents         = Bitmap.new(width - 32, height - 32)    
              self.contents.font.name = "Arial"
      self.contents.font.size = $fontsize
    self.opacity          = ACTOR_NAME_OPACITY
    self.back_opacity     = ACTOR_NAME_BACK_OPACITY
    refresh(actor)
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
  end  
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(actor)
    self.contents.clear
    # Only draw name if present
    unless actor == nil
      draw_actor_name(actor, 4, 0)
    end
  end  
end



#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # If the battlestatus window is a fixed size
    if BATTLESTAT_FIXED
      width = 480
    # else, the battlestauus window resizes based on party size  
    else
      width = $game_party.actors.size * 160
    end
    super(160, 320, width, 160)
    self.opacity          = BATTLESTAT_OPACITY
    self.back_opacity     = BATTLESTAT_BACK_OPACITY
    # If using a battlesystem by Cogwheel
    if RTAB_BATTLESTATUS    
      @actor_window = []
      for i in 0...$game_party.actors.size
        @actor_window.push(Window_ActorStatus.new(i, 160 + i * 160))
      end
    # else, if using the default system  
    else
      self.contents = Bitmap.new(width - 32, height - 32)      
    end
    @level_up_flags = [false, false, false, false]
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  alias tmb_r refresh
  def refresh(number = 0)
    # Obtain window size based on battlers available
    width = $game_party.actors.size * 160
    # If the battlestauus window resizes based on party size
    unless BATTLESTAT_FIXED
      self.width = width
      self.contents = Bitmap.new(width - 32, height - 32)  
    end
    # If using a battlesystem by Cogwheel
    if RTAB_BATTLESTATUS
      @actor_window = []
      for i in 0...$game_party.actors.size
        @actor_window.push(Window_ActorStatus.new(i, 160 + i * 160))
      end      
      # Perform the original call (Cogwheel version) 
      tmb_r(number)
    # else, if using the default system
    else
      # Perform the original call
      tmb_r
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Renewal
  #--------------------------------------------------------------------------
  def update
    super
    self.opacity          = BATTLESTAT_OPACITY
    self.back_opacity     = BATTLESTAT_BACK_OPACITY
    # If using a battlesystem by Cogwheel
    if RTAB_BATTLESTATUS
      for window in @actor_window
        window.update
      end
    end
  end
end

and this is how it turns out:
http://aycu33.webshots.com/image/18432/ ... 982_rs.jpg[/IMG]

sorry about the bad characters, when i took the shot i was using a side view but with the original sprites andi wasjust testing this out so i just got rid of them in paint.

now, this is how i want it to turn out:
http://aycu11.webshots.com/image/18810/ ... 427_rs.jpg[/IMG]

ok, I am using a side view battle system, so my characters will go on the right of the screen and enemies on the left.

an explenation of what i want, could someone re do this three person battlestatus by Dervvulfman so: it has the hp and mp bars, characters names and their atb gauge in the window like shown in the second image. I?d like the health and mp bars to be a bar but with the number in the middle of it like this

HP[///////240/240///////] MP[////50/50////]

could you please do the mp bar smaller than than the HP bar as the mp will only go up to 999 where the hp will go 9999 or higher (im not sure yet) and the colors of the bars will be green for the health and blue for the mp.

if that is too hard just put the health and mp bars as numbers but keep atb gauge as bar. if possible, don?t put their status, only put the things I?ve written on the image (im going to have a certain animation for each status).

and if its possible, make the windows which contain the names and stuff and the command window a smaller height (so it doesnt take up so much of t middle of the screen).

If anyone CAN help, let me know. if you CAN'T help then also let me know ... just so i don't have to keep bumping and i'll try somewhere else.
If you do decide to help, if you feel like it make it customisable ( colours and stuff) so if anyone else wants to use this they can. but if not then just do it how i asked if thats easier. I hope i explained it in good detail.

The things i am about to list aren't as important as as the thing above because i REALLY want that, but if it's possible could anyone rewrite these windows menus for 3 people and put them evenly in the windows so it looks good for three people and not so there looks like another person could fit in, or put a link to where I can get them:

-main menu (where it says items and equip etc.)
-save
-party switcher
-an in battle switcher like final fantasy 10 (I think I saw a script for this somewhere, if not don?t worry about it
-any other windows that have four people in them that I havn?t listed.

Also, is there a way i can change ONLY the font of the command window in the battle? because i just want to change its font and no other font.

and one more question, sorry , is there any in-battle anti-lag scripts?

thankyou anyone who can help, pleeease let me know so i dont have to bump.. i hate bumping. its not that hard is it? just adding bars...
 
hmm.... bump

come on someone please? its not that much im asking...

oh and sorry if its too soon to bump. i'm iin australia and on other forums the bump hours are different so im all screwed up lol
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top