
Gubid":lb0cvj2b said:Cool Dung..
Digi,
First import the background image for the status bar as TBS_Status.png to the pictures folder. The script will auto skin the window with that picture. (Dont forget that the window can lie on both left and right sides.) Then just update the -Status_Window- to display the other info.
def set_character(type, id, x, y, anim = 0)
case type
when "actor"
actor = $game_actors[id]
if actor == nil# or !actor.setup
actor = $game_actors[id].setup
end
$game_system.tactics_actors.push(actor)
actor.place(x,y)
actor.step_anime = GTBS::STOPPED_ANIM
@spriteset.battler_sprites.push(Sprite_Battler.new(@spriteset.viewport1, actor))
if GTBS::SUMMON_CLASS.include?(actor.class_id)
if !GTBS::CONTROLABLE_SUMMONS.include?(id)
actor.neutral = true
end
if GTBS::DOOM_SUMMONS
actor.add_state(23, true) #add doom to them to auto remove from battle
end
end
actor.animation_id = anim
actor.blink = false
when "enemy"
$data_troops[@troop_id].members.push(Member.new(@troop_id, id))
$game_troop.enemies.push(Game_Enemy.new(@troop_id,$data_troops[@troop_id].members.size-1))
actor = $game_troop.enemies.last
if actor != nil
actor.moveto(x, y)
$game_system.tactics_enemies.push(actor)
@spriteset.battler_sprites.push(Sprite_Battler.new(@spriteset.viewport1, actor))
end
actor.animation_id = anim
actor.blink = false
when "neutral"
actor = $game_actors[id+50]
if actor == nil
actor = $game_actors[id].setup
end
$game_system.tactics_neutral.push(actor)
actor.place(x,y)
actor.step_anime = GTBS::STOPPED_ANIM
@spriteset.battler_sprites.push(Sprite_Battler.new(@spriteset.viewport1, actor))
actor.neutral = true
actor.blink = false
actor.animation_id = anim
end
end
#-------------------------------------------------------------
# Use Phase Music? Only used if in TEAM mode
#-------------------------------------------------------------
PHASE_MUSIC = true
#-------------------------------------------------------------
# Actor Music Setup
#-------------------------------------------------------------
# DEF_ACTOR_MUSIC if the Default music to be played when one is not specified
# for the ACTOR_TURN_MUSIC[ MAP_ID ]
#-------------------------------------------------------------
DEF_ACTOR_MUSIC = "044-Positive02"
ACTOR_TURN_MUSIC = {} #this is to initialize the music hash * DO NOT REMOVE *
ACTOR_TURN_MUSIC[1] = "044-Positive02"
#-------------------------------------------------------------
# Enemy Music Setup
#-------------------------------------------------------------
# DEF_ENEMY_MUSIC if the Default music to be played when one is not specified
# for the ENEMY_TURN_MUSIC[ MAP_ID ]
#-------------------------------------------------------------
DEF_ENEMY_MUSIC = "043-Positive01"
ENEMY_TURN_MUSIC = {} #this is to initialize the music hash * DO NOT REMOVE *
ENEMY_TURN_MUSIC[1] = "001-Battle01"
#-------------------------------------------------------------
# Actor Phase Music - reads the music name for the battle map
#-------------------------------------------------------------
def self.actor_phase_music
if ACTOR_TURN_MUSIC[$game_map.map_id] != nil
return ACTOR_TURN_MUSIC[$game_map.map_id]
else
return DEF_ACTOR_MUSIC
end
end
#-------------------------------------------------------------
# Enemy Phase Music - reads the music name for the battle map
#-------------------------------------------------------------
def self.enemy_phase_music
if ENEMY_TURN_MUSIC[$game_map.map_id] != nil
return ENEMY_TURN_MUSIC[$game_map.map_id]
else
return DEF_ENEMY_MUSIC
end
end