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CBS edit request [2 scripts choice to edit]

Ratke

Member

Me and my friend are requesting a edit which can either use 1 of the 2 scripts i will name

which will be Paradog's one and the Rye Battle system

this one is paradog.

#==============================================================================
# ++ ?????????(?????????) ver. 1.14 ++
#  Script by ???
http://2d6.parasite.jp/
#------------------------------------------------------------------------------
# ????????????????????????
#==============================================================================

module SDVA
 
  X_LINE = 500        # ????????????
  Y_LINE = 200        # ????????????
  X_SPACE = 15        # ?????????????
  Y_SPACE = 40        # ?????????????
  X_POSITION = 25     # ??[??·??·??]????
  Y_POSITION = 0      # ??[??·??·??]????
 
  ATTACK_MOVE = true  # ???????????( true / false )
  SKILL_MOVE = true   # ??????????????( true / false )
  ITEM_MOVE = false   # ???????????????( true / false )
  MOVE_STEP = 2       # ????
  MOVE_PIXEL = 20     # ???????????
 
  PARTY_POS = 1       # ?????????( 0:? / 1:? / 2:? / 3:? )

  WINDOWPOS_CHANGE = true   # ??????????????????????( true / false )

  end
 
 
#==============================================================================
# ¦ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ? ????? X ?????
  #--------------------------------------------------------------------------
  def screen_x
    if self.index != nil
      # ?????
      pos = $data_classes[self.class_id].position
      x_pos = pos * SDVA::X_POSITION
      scr_x = self.index * SDVA::X_SPACE + SDVA::X_LINE + x_pos
      # ??????????
      if self.current_action.move_action == true
        # ????
        scr_x += @shift_x
      end
      return scr_x
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # ? ????? Y ?????
  #--------------------------------------------------------------------------
  def screen_y
    if self.index != nil
      # ?????
      pos = $data_classes[self.class_id].position
      y_pos = pos * SDVA::Y_POSITION
      scr_y = self.index * SDVA::Y_SPACE + SDVA::Y_LINE + y_pos
      # ??????????
      if self.current_action.move_action == true
        # ????
        scr_y += @shift_y
      end
      return scr_y
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # ? ????? Z ?????
  #--------------------------------------------------------------------------
  def screen_z
    if self.index != nil
      return self.index
    else
      return 0
    end
  end
end

#==============================================================================
# ¦ Game_Battler (???? 1)
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_reader   :pattern        # ??????
  attr_reader   :trans_x        # X???????
  attr_reader   :moving         # ??????
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  alias initialize_sdva initialize
  def initialize
    initialize_sdva
    move_reset
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def move
    @moving = 1
      if @step < SDVA::MOVE_STEP
        # ??????????
        @pattern = (@pattern + 1) % 4
        @step += 1
        move_step
      else
        # ????
        @pattern = 1
        @moving = 2
      end
  end
  #--------------------------------------------------------------------------
  # ? ????
  #--------------------------------------------------------------------------
  def move_step
  # ???????????????????
  case SDVA::PARTY_POS
    when 0
      @shift_y = @step * SDVA::MOVE_PIXEL
    when 1
      @shift_x = -(@step * SDVA::MOVE_PIXEL)
    when 2
      @shift_x = @step * SDVA::MOVE_PIXEL
    when 3
      @shift_y = -(@step * SDVA::MOVE_PIXEL)
    end       
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def move_reset
    @moving = 0
    @pattern = 0
    @step = 0
    @shift_x = 0
    @shift_y = 0
  end
end

#==============================================================================
# ¦ Game_BattleAction
#==============================================================================

class Game_BattleAction
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_accessor :move_action             # ??????????
  #--------------------------------------------------------------------------
  # ? ???
  #--------------------------------------------------------------------------
  alias clear_sdva clear
  def clear
    clear_sdva
    @move_action = false
  end
end

#==============================================================================
# ¦ Sprite_Battler
#==============================================================================

class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias update_sdva update
  def update
    # ????????????????
    if @battler.is_a?(Game_Actor)
      # ????????????????????
      # ??????
      if @battler.battler_name != @battler_name or
         @battler.battler_hue != @battler_hue or
         @battler.current_action.basic == 0 or
         @battler.current_action.kind != 3
        # ????????????
        @character_name = @battler.character_name
        @character_hue = @battler.character_hue
        # ???????????
        self.bitmap = RPG::Cache.character(@character_name, @character_hue)
        cw = self.bitmap.width / 4
        ch = self.bitmap.height / 4
        @width = cw
        @height = ch
        if @battler.current_action.move_action == true
          # ????
          @battler.move
        else
          @battler.move_reset
        end
        # ?????????
        sx = @battler.pattern * cw
        sy = SDVA::PARTY_POS * ch
        self.src_rect.set(sx, sy, cw, ch)
        self.ox = @width / 2
        self.oy = @height
        # ??????????? 0 ???
        if @battler.hidden
          self.opacity = 0
        end
      end
    end
    update_sdva
  end
end
 
#==============================================================================
# ¦ Scene_Battle
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # ? ????????????????????
  #--------------------------------------------------------------------------
  alias phase3_setup_command_window_sdva phase3_setup_command_window
  def phase3_setup_command_window
    phase3_setup_command_window_sdva
    if SDVA::WINDOWPOS_CHANGE
      # ???????????????????
      case SDVA::PARTY_POS
        when 0
          x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
          y_pos = @active_battler.screen_y
        when 1
          x_pos = @active_battler.screen_x - @actor_command_window.width - 16
          y_pos = @active_battler.screen_y - @actor_command_window.height
        when 2
          x_pos = @active_battler.screen_x + 16
          y_pos = @active_battler.screen_y - @actor_command_window.height
        when 3
          x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
          y_pos = @active_battler.screen_y - @actor_command_window.height - 48
      end
      @actor_command_window.x = x_pos >= 0 ? x_pos : 0
      @actor_command_window.x = x_pos+@actor_command_window.width <= 640 ? x_pos : 640-@actor_command_window.width
      @actor_command_window.y = y_pos >= 0 ? y_pos : 0
      @actor_command_window.y = y_pos+@actor_command_window.height <= 480 ? y_pos : 480-@actor_command_window.height
      # ??????????????????
      @actor_command_window.z = 9999
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????? (??????? ???? 3 : ??????????)
  #--------------------------------------------------------------------------
  alias update_phase4_step3_sdva update_phase4_step3
  def update_phase4_step3
    if SDVA::ATTACK_MOVE
      if @active_battler.current_action.basic == 0
        @active_battler.current_action.move_action = true
      end
    end
    if SDVA::SKILL_MOVE
      if @active_battler.current_action.kind == 1
        @active_battler.current_action.move_action = true
      end
    end
    if SDVA::ITEM_MOVE
      if @active_battler.current_action.kind == 2
        @active_battler.current_action.move_action = true
      end
    end
    # ??????????????????????
    if @active_battler.is_a?(Game_Actor) and
     @active_battler.current_action.move_action
      # ?????
      if @active_battler.moving == 2
        update_phase4_step3_sdva
      end
    elsif @active_battler.moving == 0
      update_phase4_step3_sdva
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????? (??????? ???? 6 : ??????)
  #--------------------------------------------------------------------------
  alias update_phase4_step6_sdva update_phase4_step6
  def update_phase4_step6
    @active_battler.current_action.move_action = false
    @active_battler.move_reset
    update_phase4_step6_sdva
  end
end

#==============================================================================
# ¦ Spriteset_Battle
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  alias initialize_sdva initialize
  def initialize
    initialize_sdva
    @viewport2.z = 1
  end
end

#==============================================================================
# ¦ Arrow_Actor
#==============================================================================

class Arrow_Actor < Arrow_Base
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias update_sdva update
  def update
    update_sdva
    # ?????
    if Input.repeat?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      @index += 1
      @index %= $game_party.actors.size
    end
    # ?????
    if Input.repeat?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      @index += $game_party.actors.size - 1
      @index %= $game_party.actors.size
    end
  end
end

#==============================================================================
# ¦ Arrow_Enemy
#==============================================================================

class Arrow_Enemy < Arrow_Base
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias update_sdva update
  def update
    update_sdva
    # ?????
    if Input.repeat?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      $game_troop.enemies.size.times do
        @index += 1
        @index %= $game_troop.enemies.size
        break if self.enemy.exist?
      end
    end
    # ?????
    if Input.repeat?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      $game_troop.enemies.size.times do
        @index += $game_troop.enemies.size - 1
        @index %= $game_troop.enemies.size
        break if self.enemy.exist?
      end
    end
  end
end

which looks like this.

http://img522.imageshack.us/img522/3854/paradoghj1.th.png[/img]http://img522.imageshack.us/images/thpix.gif[/img]


this is the link to the rye battle system.
http://www.rmxp.org/forums/index.php?topic=24608.0

which is a pretty nice sideview just the problem is there is something in the rye one we like which is not in here which is a automatic show of the icon of the weapon that the actor uses when he attacks.
this is the script of the rye battle system which i explained which uses the icon of the weapon the actor is using when he attacks.
like the picture under this shows

http://img20.imageshack.us/img20/5506/ryesbattlela1.th.png[/img]http://img20.imageshack.us/images/thpix.gif[/img]

just the problem here is it uses charsets for the monsters too x_x
if you would use this script, u would have to somehow manage to make enemy's use static battlers instead of charsets.

what our request is to create a edit to make it look like this.
*ps: this is a edited picture*
http://img72.imageshack.us/img72/9706/requestedlookft2.th.png[/img]http://img72.imageshack.us/images/thpix.gif[/img]

if someone could do this, it would be amazing.

i will post the scripts files of what we are currently using of scripts where it should work with.
small note, these scripts should work atm with the battlesystem's.

http://www.mediafire.com/?zxinzbgs1uo

here is the link to the battlesytem.

some small requests to add.

if the person who takes this request, could change that the monsters do not move and just like, flash and do the attack we would appreciate it.

and you will be credited

greets and thanks in advance.
 

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