Skyla Doragono
Sponsor
After much playing around with various battle systems for my newest headache game, I realized that I've become rather bored with the "OMG enemy! *WOOSH!*" separate screen aspect of most console RPGs.
And then I remembered Chrono Trigger.
http://i31.photobucket.com/albums/c391/ ... quest1.jpg[/IMG]
In Chrono Trigger, battles are started by either touching a certain part of a map (for example, you're walking on a bridge, and as soon as you reach the end, you get ambushed from behind) or touching an enemy on the map. Instead of taking your characters and the enemy to a separate screen, however, your party (who always follow your lead character) and the enemy dash off to positions, and the battle starts with your characters drawing their weapons.
http://i31.photobucket.com/albums/c391/ ... quest2.jpg[/IMG]
During the course of the battle, the enemies are free to move around (if they're programmed to do so), but your characters are pretty much stationary, though they'll turn to face the enemy as they move around. The only time your characters move, is if they're tossed around or they're running over to attack (though if they attack, they'll jump back to their previous position).
The status window's position depends on the position of the characters. If they're toward the bottom of the screen, the status window will appear on the top, and vice versa. The status window shows enemy names on the left, and character information on the right. NOTE: Unlike Chrono Trigger, my game will have four characters available at most.
When a player can attack is based of an ATB system. When the gauge fills, a cursor will appear around the character in question, and a command list will appear over the status window starting from the left. This allows for multiple command lists to appear at once, and to choose which character you give commands to first, should there be multiple characters ready to attack.
NOTE: Instead of pressing buttons to escape, an escape option would be available on the command list.
http://i31.photobucket.com/albums/c391/ ... quest3.jpg[/IMG]
Magic menus also appear over the status window. The left window shows a list of skills, while the right shows how much MP you have, and how much the skill costs to use.
Item menu appears the same way, only without the right window.
http://i31.photobucket.com/albums/c391/ ... quest4.jpg[/IMG]
The help bar appears opposite of the status window. This will highlight enemy names when choosing an enemy to attack, and report what you obtained and level ups at the end of battle.
After battle, your characters return to your lead character, and you can continue on your merry way.
Something important to keep in mind! One of my characters doesn't walk; she flies. Here's a modified version of Fukuyama-san's train actor script to... well, help, I guess. ^^;
End note: Yes, I'm aware this is ridiculously detailed for a game most people have either played, or at least familiar with. Should give you an idea on how much I want this done. :P
And then I remembered Chrono Trigger.
http://i31.photobucket.com/albums/c391/ ... quest1.jpg[/IMG]
In Chrono Trigger, battles are started by either touching a certain part of a map (for example, you're walking on a bridge, and as soon as you reach the end, you get ambushed from behind) or touching an enemy on the map. Instead of taking your characters and the enemy to a separate screen, however, your party (who always follow your lead character) and the enemy dash off to positions, and the battle starts with your characters drawing their weapons.
http://i31.photobucket.com/albums/c391/ ... quest2.jpg[/IMG]
During the course of the battle, the enemies are free to move around (if they're programmed to do so), but your characters are pretty much stationary, though they'll turn to face the enemy as they move around. The only time your characters move, is if they're tossed around or they're running over to attack (though if they attack, they'll jump back to their previous position).
The status window's position depends on the position of the characters. If they're toward the bottom of the screen, the status window will appear on the top, and vice versa. The status window shows enemy names on the left, and character information on the right. NOTE: Unlike Chrono Trigger, my game will have four characters available at most.
When a player can attack is based of an ATB system. When the gauge fills, a cursor will appear around the character in question, and a command list will appear over the status window starting from the left. This allows for multiple command lists to appear at once, and to choose which character you give commands to first, should there be multiple characters ready to attack.
NOTE: Instead of pressing buttons to escape, an escape option would be available on the command list.
http://i31.photobucket.com/albums/c391/ ... quest3.jpg[/IMG]
Magic menus also appear over the status window. The left window shows a list of skills, while the right shows how much MP you have, and how much the skill costs to use.
Item menu appears the same way, only without the right window.
http://i31.photobucket.com/albums/c391/ ... quest4.jpg[/IMG]
The help bar appears opposite of the status window. This will highlight enemy names when choosing an enemy to attack, and report what you obtained and level ups at the end of battle.
After battle, your characters return to your lead character, and you can continue on your merry way.
Something important to keep in mind! One of my characters doesn't walk; she flies. Here's a modified version of Fukuyama-san's train actor script to... well, help, I guess. ^^;
Code:
# train_actor
=begin
Caterpillar walking script
Copyright ? 2005 fukuyama
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
http://www.gnu.org/licenses/lgpl.html
http://www.opensource.gr.jp/lesser/lgpl.ja.html
=end
# Config.rb
#==============================================================================
# â– Train_Actor::Config
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
# â—Switch setup for transparent status
# When true, switch control is used
TRANSPARENT_SWITCH = true
# TRANSPARENT_SWITCH = false
# â—Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 1
# â—Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 4
# Constants
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5
HERE_THE_ACTOR_ID = 8 # replace with the ID of the char in your database
end
# rgss
# Spriteset_Map_Module.rb
#==============================================================================
# â– Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
module Spriteset_Map_Module
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end
end
class Spriteset_Map
include Train_Actor::Spriteset_Map_Module
end
# Scene_Map_Module.rb
#==============================================================================
# â– Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
module Scene_Map_Module
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end
end
class Scene_Map
include Train_Actor::Scene_Map_Module
end
# Game_Party_Module.rb
#==============================================================================
# â– Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
module Game_Party_Module
attr_reader :characters
def actors_dead?
for actor in actors
if actor.dead?
return true
end
end
return false
end
def update_party_order
if not actors_dead?
return actors
end
alive_actors = []
dead_actors = []
for actor in actors
if actor.dead?
dead_actors.push actor
else
alive_actors.push actor
end
end
return alive_actors + dead_actors
end
def setup_actor_character_sprites
if @characters.nil?
@characters = []
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters.push(Game_Party_Actor.new)
end
end
setup_actors = update_party_order
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters[i - 1].setup(setup_actors[i])
end
if $scene.class.method_defined?('setup_actor_character_sprites')
$scene.setup_actor_character_sprites(@characters)
end
end
def update_party_actors
update_party_order
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRANSPARENT_SWITCH
transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
end
end
for character in @characters
character.transparent = transparent
character.move_speed = $game_player.move_speed
if character.cp_id == HERE_THE_ACTOR_ID#Blizzard?s support for stopped animation
character.step_anime = true#Blizzard?s support for stopped animation
else#Blizzard?s support for stopped animation
character.step_anime = $game_player.step_anime
end#Blizzard?s support for stopped animation
character.update
end
end
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
move_list_setup
end
def move_party_actors
if @move_list == nil
@move_list = []
move_list_setup
end
@move_list.each_index do |i|
if @characters[i] != nil
case @move_list[i].type
when Input::DOWN
@characters[i].move_down(@move_list[i].args[0])
when Input::LEFT
@characters[i].move_left(@move_list[i].args[0])
when Input::RIGHT
@characters[i].move_right(@move_list[i].args[0])
when Input::UP
@characters[i].move_up(@move_list[i].args[0])
when DOWN_LEFT
@characters[i].move_lower_left
when DOWN_RIGHT
@characters[i].move_lower_right
when UP_LEFT
@characters[i].move_upper_left
when UP_RIGHT
@characters[i].move_upper_right
when JUMP
@characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
end
end
end
end
class Move_List_Element
def initialize(type,args)
@type = type
@args = args
end
def type() return @type end
def args() return @args end
end
def move_list_setup
for i in 0 .. TRAIN_ACTOR_SIZE_MAX
@move_list[i] = nil
end
end
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end
end
class Game_Party
include Train_Actor::Game_Party_Module
end
# Game_Player_Module.rb
#==============================================================================
# â– Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
module Game_Player_Module
attr_reader :move_speed
attr_reader :step_anime
def update_party_actors
$game_party.update_party_actors
$game_party.actors.each do |actor|
if actor.dead?
next
end
@character_name = actor.character_name
@character_hue = actor.character_hue
break
end
end
def update
update_party_actors
super
end
def moveto( x, y )
$game_party.moveto_party_actors( x, y )
super( x, y )
end
def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_lower_left
# When possible to move from down→left or from left→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end
def move_lower_right
# When possible to move from down→right or from right→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end
def move_upper_left
# When possible to move from up→left or from left→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end
def move_upper_right
# When possible to move from up→right or from right→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end
def jump(x_plus, y_plus)
# New coordinates are calculated
new_x = @x + x_plus
new_y = @y + y_plus
# When addition values are (0,0), it is possible to jump to the destination
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end
end
end
class Game_Player
include Train_Actor::Game_Player_Module
end
# Game_Event_Module.rb
#==============================================================================
# â– Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
module Game_Event_Module
#--------------------------------------------------------------------------
# â— Judgement determined
# x : X coordinates
# y : Y coordinates
# d : Direction (0,2,4,6,8) ※ 0 = Checks if all directions are not able to be passed (for a jump)
# return : Passing is impossible (false), possible (true)
#--------------------------------------------------------------------------
def passable?(x, y, d)
result = super(x, y, d)
if result
# New coordinates are searched for
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# Loops for actor in train
for actor in $game_party.characters
# When displayed
if not actor.character_name.empty?
# When actor's coordinates correspond to the destination
if actor.x == new_x and actor.y == new_y
# When event
if self != $game_player
# Passing is impossible
return false
end
end
end
end
end
return result
end
end
end
class Game_Event
include Train_Actor::Game_Event_Module
end
# Game_Party_Actor.rb
#==============================================================================
# â– Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
class Game_Party_Actor < Game_Character
attr_reader :cp_id
attr_writer :move_speed
attr_writer :step_anime
def initialize
super()
@through = true
end
def setup(actor)
# The file name and hue of the character are set
@cp_id = $data_actors[actor.id].id #Blizzard?s support for stopped animation
if actor != nil and (not actor.dead?) # When dead, it is erased for the time being...
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# Opacity and blending method are initialized
@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#--------------------------------------------------------------------------
# â— Move down
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# Face down
if turn_enabled
turn_down
end
# When possible to pass
if passable?(@x, @y, Input::DOWN)
# Face down
turn_down
# Update coordinates
@y += 1
end
end
#--------------------------------------------------------------------------
# â— Move left
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# Face left
if turn_enabled
turn_left
end
# When possible to pass
if passable?(@x, @y, Input::LEFT)
# Face left
turn_left
# Update coordinates
@x -= 1
end
end
#--------------------------------------------------------------------------
# â— Move right
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# Face right
if turn_enabled
turn_right
end
# When possible to pass
if passable?(@x, @y, Input::RIGHT)
# Face right
turn_right
# Update coordinates
@x += 1
end
end
#--------------------------------------------------------------------------
# â— Move up
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# Face up
if turn_enabled
turn_up
end
# When possible to pass
if passable?(@x, @y, Input::UP)
# Face up
turn_up
# Update coordinates
@y -= 1
end
end
#--------------------------------------------------------------------------
# â— Move lower left
#--------------------------------------------------------------------------
def move_lower_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn down when facing up
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→left or from left→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
# Update coordinates
@x -= 1
@y += 1
end
end
#--------------------------------------------------------------------------
# â— Move lower right
#--------------------------------------------------------------------------
def move_lower_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn down when facing up
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→right or from right→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
# Update coordinates
@x += 1
@y += 1
end
end
#--------------------------------------------------------------------------
# â— move upper left
#--------------------------------------------------------------------------
def move_upper_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn up when facing down
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→left or from left→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
# Update coordinates
@x -= 1
@y -= 1
end
end
#--------------------------------------------------------------------------
# â— move upper right
#--------------------------------------------------------------------------
def move_upper_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn up when facing down
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→right or from right→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# Update coordinates
@x += 1
@y -= 1
end
end
end
end
End note: Yes, I'm aware this is ridiculously detailed for a game most people have either played, or at least familiar with. Should give you an idea on how much I want this done. :P