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.

Help, I need somebody! Not just anybody!

darizo

Member

Ok, I'm using minkof battle system as my base.
I'm customizing it, but being a very incapable ruby scripter, I would like to know if anybody knows how I can change the beginposition of my battlers. Not the monsters, that's done in the database I know (duh). But the "hero's".

Please give me an answer like you're talking to a ten year old girl.
Altering for dummies shall we say...


Sincerely, me!
 

darizo

Member

#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# Animated Battlers by Minkoff, Updated by DerVVulfman
#==============================================================================

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport, battler = nil)

# Configuration
@speed = 4 # Framerate speed of the battlers
@frames = 4 # Number of frames in each pose
@poses = 11 # Number of poses (stances) in the template
@mirror_enemies = true # Enemy battlers use reversed image
@stationary_enemies = false # If the enemies don't move while attacking
@stationary_actors = false # If the actors don't move while attacking
@calculate_speed = true # System calculates a mean/average speed
@phasing = false # Characters fade in/out while attacking
@default_collapse = false # Restores the old 'red fade' effect to enemies
# Array that holds the id # of weapons that forces the hero to be stationary
@stationary_weapons = [17,18,19,20,21,22,23,24] # (examples are bows & guns)

# DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING
@frame, @pose = 0, 0
@last_time = 0
@last_move_time = 0
cbs_initialize(viewport, battler)
# self.mirror = !!battler and @mirror_enemies
viewport.z = 99
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias cbs_update update
def update
return unless @battler

# Regular Update
cbs_update

# Start Routine
unless @started
@pose = state
@width = @width / @frames
@height = @height / @poses
@display_x = @battler.screen_x
@display_y = @battler.screen_y
@destination_x = @display_x
@destination_y = @display_y
@started = true
end

# Cut Out Frame
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)

# Position Sprite
self.x = @display_x
self.y = @display_y
self.z = @display_y
self.ox = @width / 2
self.oy = @height

# Setup Animation
time = Graphics.frame_count / (Graphics.frame_rate / @speed)
if @last_time < time
@frame = (@frame + 1) % @frames
if @frame == 0
if @freeze
@frame = @frames - 1
return
end
@pose = state
end
end
@last_time = time

# Move It
move if moving
end
#--------------------------------------------------------------------------
# * Current State
#--------------------------------------------------------------------------
def state
# Damage State
if [nil,{}].include?(@battler.damage)
# Battler Fine
@state = 0
# Battler Wounded
@state = 2 if @battler.hp < @battler.maxhp / 4

if @default_collapse
# Battler Dead (Red-Out Collapse)
if @battler.dead? and @battler.is_a?(Game_Actor)
@state = 10
# Fix Opacity
self.opacity = 255
end
else
# Battler Dead (Pose-Type Collapse)
if @battler.dead?
@state = 10
# Fix Opacity
self.opacity = 255
end
end
end
# Guarding State
@state = 3 if @battler.guarding?
# Moving State
if moving
# If enemy battler moving
if @battler.is_a?(Game_Enemy)
# Battler Moving Left
@state = 5 if moving.eql?(0)
# Battler Moving Right
@state = 4 if moving.eql?(1)
# Else actor battler moving
else
# Battler Moving Left
@state = 4 if moving.eql?(0)
# Battler Moving Right
@state = 5 if moving.eql?(1)
end
end
# Return State
return @state
end
#--------------------------------------------------------------------------
# * Move
#--------------------------------------------------------------------------
def move
time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5))
if @last_move_time < time

# Pause for Animation
return if @pose != state

# Phasing
if @phasing
d1 = (@display_x - @original_x).abs
d2 = (@display_y - @original_y).abs
d3 = (@display_x - @destination_x).abs
d4 = (@display_y - @destination_y).abs
self.opacity = [255 - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
end

# Calculate Difference
difference_x = (@display_x - @destination_x).abs
difference_y = (@display_y - @destination_y).abs

# Done? Reset, Stop
if [difference_x, difference_y].max.between?(0, 8)
@display_x = @destination_x
@display_y = @destination_y
@pose = state
return
end

# Calculate Movement Increments
increment_x = increment_y = 1
if difference_x < difference_y
increment_x = 1.0 / (difference_y.to_f / difference_x)
elsif difference_y < difference_x
increment_y = 1.0 / (difference_x.to_f / difference_y)
end

# Calculate Movement Speed
if @calculate_speed
total = 0; $game_party.actors.each{ |actor| total += actor.agi }
speed = @battler.agi.to_f / (total / $game_party.actors.size)
increment_x *= speed
increment_y *= speed
end

# Multiply and Move
multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8)
multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8)
@display_x += (increment_x * multiplier_x).to_i
@display_y += (increment_y * multiplier_y).to_i
end
@last_move_time = time
end
#--------------------------------------------------------------------------
# * Set Movement
#--------------------------------------------------------------------------
def setmove(destination_x, destination_y)
unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
(@battler.is_a?(Game_Actor) and @stationary_actors)
unless @stationary_weapons.include?(@battler.weapon_id)
@original_x = @display_x
@original_y = @display_y
@destination_x = destination_x
@destination_y = destination_y
end
end
end
#--------------------------------------------------------------------------
# * Movement Check
#--------------------------------------------------------------------------
def moving
if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
return (@display_x > @destination_x ? 0 : 1)
end
end
#--------------------------------------------------------------------------
# * Set Pose
#--------------------------------------------------------------------------
def pose=(pose)
@pose = pose
@frame = 0
end
#--------------------------------------------------------------------------
# * Freeze
#--------------------------------------------------------------------------
def freeze
@freeze = true
end
#--------------------------------------------------------------------------
# * Fallen Pose
#--------------------------------------------------------------------------
alias cbs_collapse collapse
def collapse
if @default_collapse
cbs_collapse if @battler.is_a?(Game_Enemy)
end
end
end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor
#--------------------------------------------------------------------------
# * Actor X Coordinate
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
return self.index * 45 + 450
else
return 0
end
end
#--------------------------------------------------------------------------
# * Actor Y Coordinate
#--------------------------------------------------------------------------
def screen_y
return self.index * 35 + 200
end
#--------------------------------------------------------------------------
# * Actor Z Coordinate
#--------------------------------------------------------------------------
def screen_z
return screen_y
end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# * Action Animation, Movement
#--------------------------------------------------------------------------
alias cbs_update_phase4_step3 update_phase4_step3
def update_phase4_step3(battler = @active_battler)
@rtab = !@target_battlers
target = (@rtab ? battler.target : @target_battlers)[0]
@moved = {} unless @moved
return if @spriteset.battler(battler).moving
case battler.current_action.kind
when 0 # Attack
if not (@moved[battler] or battler.guarding?)
offset = (battler.is_a?(Game_Actor) ? 40 : -40)
@spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y)
@moved[battler] = true
return
elsif not battler.guarding?
@spriteset.battler(battler).pose = 6 + rand(2)
@spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y)
end
when 1 # Skill
@spriteset.battler(battler).pose = 8
when 2 # Item
@spriteset.battler(battler).pose = 8
end
@moved[battler] = false
@rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3
end
#--------------------------------------------------------------------------
# * Hit Animation
#--------------------------------------------------------------------------
alias cbs_update_phase4_step4 update_phase4_step4
def update_phase4_step4(battler = @active_battler)
for target in (@rtab ? battler.target : @target_battlers)
damage = (@rtab ? target.damage[battler] : target.damage)
if damage.is_a?(Numeric) and damage > 0
@spriteset.battler(target).pose = 1
end
end
@rtab ? cbs_update_phase4_step4(battler) : cbs_update_phase4_step4
end
#--------------------------------------------------------------------------
# * Victory Animation
#--------------------------------------------------------------------------
alias cbs_start_phase5 start_phase5
def start_phase5
for actor in $game_party.actors
return if @spriteset.battler(actor).moving
end
for actor in $game_party.actors
unless actor.dead?
@spriteset.battler(actor).pose = 9
@spriteset.battler(actor).freeze
end
end
cbs_start_phase5
end
#--------------------------------------------------------------------------
# * Change Arrow Viewport
#--------------------------------------------------------------------------
alias cbs_start_enemy_select start_enemy_select
def start_enemy_select
cbs_start_enemy_select
@enemy_arrow.dispose
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
@enemy_arrow.help_window = @help_window
end
end

#==============================================================================
# ** Spriteset_Battle
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# * Change Enemy Viewport
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize
cbs_initialize
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy))
end
end
#--------------------------------------------------------------------------
# * Find Sprite From Battler Handle
#--------------------------------------------------------------------------
def battler(handle)
for sprite in @actor_sprites + @enemy_sprites
return sprite if sprite.battler == handle
end
end
end

#==============================================================================
# ** Arrow_Base
#==============================================================================

class Arrow_Base < Sprite
#--------------------------------------------------------------------------
# * Reposition Arrows
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport)
cbs_initialize(viewport)
self.ox = 14
self.oy = 10
end
end

that's the scripts, I thank you in advance!
 
Hey. By a quick look over the script it looks as if the code you change to make your actor position change is in this section;
Code:
#==============================================================================

# ** Game_Actor

#==============================================================================

 

class Game_Actor

#--------------------------------------------------------------------------

# * Actor X Coordinate

#--------------------------------------------------------------------------

def screen_x

if self.index != nil

return self.index * 45 + 450

else

return 0

end

end

#--------------------------------------------------------------------------

# * Actor Y Coordinate

#--------------------------------------------------------------------------

def screen_y

return self.index * 35 + 200

end

#--------------------------------------------------------------------------

# * Actor Z Coordinate

#--------------------------------------------------------------------------

def screen_z

return screen_y

end

end

Have a play around, give it a few changes and see if it works. If not I'll take another look for you.
 

darizo

Member

Ok little problem..

So I messed around with it. And it definitly changed the position. However if I alter it, one character may come at the right spot, while another one goes completely of.

Maybe this helps: I would like my character standing left botton. But keep in mind there still is the battle stats there. I thank you allready for the help you gave me, but just a little bit more would do the trick I'm sure :]
 

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