GrandDragon
Member
Edit:
Ok, I've got the title screen the way I want kinda. I just need to hide the box around the commands. Anyone?
Edit: Making a second request
Ok I am using:
[rgss]#==============================================================================
# â– New_Battle
#------------------------------------------------------------------------------
# Compiled By : Maki
#==============================================================================
# Original Scripts By : Fukuyama, and 桜雅 在土
#==============================================================================
# Â¥£ÂÂ¥ XRXS_BP 3. Ÿ—˜ŽžHP‰ñ•œ ver.1.01 Â¥£ÂÂ¥ by fukuyama, Â÷‰ë ÂÓy
# Modified by Alael
# ==========================================================
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#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ÂÅ“ ŒöŠJÆ’Cƒ“ƒXÆ’^ƒ“ƒX•ÃÂâ€
#--------------------------------------------------------------------------
attr_accessor  :update_cp_only          # CPÆ’ÂÂ[Æ’^Â[‚̂ÂÌÂXÂV
#--------------------------------------------------------------------------
# ÂÅ“ Æ’IÆ’uÆ’WÆ’FÆ’NÆ’g‰Šú‰»
#--------------------------------------------------------------------------
alias xrxs_bp7_initialize initialize
def initialize
 xrxs_bp7_initialize
 # «Full-View‚ÌÂꇂɺ“ñÂs‚Ì # ‚𵂾‚³‚¢ÂB
 #self.opacity = 0
 #self.back_opacity = 0
end
#--------------------------------------------------------------------------
# ÂÅ“ Æ’Å Æ’tÆ’Å’Æ’bÆ’Vƒ…
#--------------------------------------------------------------------------
alias xrxs_bp7_refresh refresh
def refresh
 if @update_cp_only
  xrxs_bp7_refresh
  return
 end
 # •`ŽÊ‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚·
 @draw_ban = true
 xrxs_bp7_refresh
 # •`ŽÊ‚Ì‹ÖŽ~‚ð‰ðÂÅ“
 @draw_ban = false
 # •`ŽÊ‚ðŠJŽn
 @item_max = $game_party.actors.size
 for i in 0...$game_party.actors.size
  actor = $game_party.actors
  actor_x = i * 160 + 21
  # •à ÂsÆ’Lƒƒƒ‰ƒOƒ‰ƒtÆ’BÆ’bÆ’N‚Ì•`ŽÊ
  draw_actor_graphic(actor, actor_x - 9, 116)
  # HP/SPÆ’ÂÂ[Æ’^Â[‚Ì•`ŽÊ
  draw_actor_hp_meter_line(actor, actor_x,  72, 96, 12)
  draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)
  # HPÂâ€â€™l‚Ì•`ŽÊ
  self.contents.font.size = 24       # HP/SPÂâ€â€™l‚Ì•¶Žš‚Ì‘å‚«‚³
  self.contents.font.color = actor.hp == 0 ? knockout_color :
   actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
  draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)
  # SPÂâ€â€™l‚Ì•`ŽÊ
  self.contents.font.color = actor.sp == 0 ? knockout_color :
   actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
  draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)
  # —pΐÂuHPÂv‚Æ—pΐÂuSPÂv‚Ì•`ŽÊ
  self.contents.font.size = 12       # —pΐÂuHP/SPÂv‚Ì•¶Žš‚Ì‘å‚«‚³
  self.contents.font.color = system_color # —pΐÂuHP/SPÂv‚Ì•¶Žš‚ÌÂF
  draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)
  draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)
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  draw_actor_state(actor, actor_x, 100)
 end
end
end
#==============================================================================
# ¡ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ÂÅ“ HPÆ’ÂÂ[Æ’^Â[ ‚Ì•`‰æ
#--------------------------------------------------------------------------
def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
 w = width * actor.hp / actor.maxhp
 hp_color_1 = Color.new(255,  0,  0, 192)
 hp_color_2 = Color.new(255, 255,  0, 192)
 self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
 x -= 1
 y += (height/4).floor
 self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
 x -= 1
 y += (height/4).ceil
 self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
 x -= 1
 y += (height/4).ceil
 self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# ÂÅ“ SPÆ’ÂÂ[Æ’^Â[ ‚Ì•`‰æ
#--------------------------------------------------------------------------
def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
 w = width * actor.sp / actor.maxsp
 hp_color_1 = Color.new(  0,  0, 255, 192)
 hp_color_2 = Color.new(  0, 255, 255, 192)
 self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
 x -= 1
 y += (height/4).floor
 self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
 x -= 1
 y += (height/4).ceil
 self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
 x -= 1
 y += (height/4).ceil
 self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# ÂÅ“ Æ’XÆ’eÂ[Æ’g‚Ì•`‰æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_state draw_actor_state
def draw_actor_state(actor, x, y, width = 120)
 xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# ÂÅ“ HP ‚Ì•`‰æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
 xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# ÂÅ“ SP ‚Ì•`‰æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
 xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
end
end
#==============================================================================
# ž Å O•â€Æ’‰ƒCÆ’uƒ‰ƒÅ
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# ÂÅ“ ƒ‰ƒCƒ“•`‰æ by Â÷‰ë ÂÓy
#--------------------------------------------------------------------------
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
 # •`ŽÊ‹——£‚ÌŒvŽZÂB‘å‚«‚ß‚É’¼ŠpŽž‚Ì’·‚³ÂB
 distance = (start_x - end_x).abs + (start_y - end_y).abs
 # •`ŽÊŠJŽn
 if end_color == start_color
  for i in 1..distance
   x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
   y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
   self.contents.fill_rect(x, y, width, width, start_color)
  end
 else
  for i in 1..distance
   x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
   y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
   r = start_color.red  * (distance-i)/distance + end_color.red  * i/distance
   g = start_color.green * (distance-i)/distance + end_color.green * i/distance
   b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance
   a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
   self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
  end
 end
end
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#--------------------------------------------------------------------------
# ÂÅ“ ‰e•¶Žš•`‰æ by TOMY
#--------------------------------------------------------------------------
def draw_shadow_text(x, y, width, height, string, align = 0)
 # Œ³‚ÌÂF‚ð•Û‘¶‚µ‚Ä‚¨‚Â
 color = self.contents.font.color.dup
 # •Žš‚ʼne•`‰æ
 self.contents.font.color = Color.new(0, 0, 0)
 self.contents.draw_text(x + 2, y + 2, width, height, string, align)
 # Œ³‚ÌÂF‚É–ß‚µ‚Ä•`‰æ
 self.contents.font.color = color
 self.contents.draw_text(x, y, width, height, string, align)
end
end
[/rgss]
and
[rgss]#==============================================================================
# â– Spriteset_Battle
#------------------------------------------------------------------------------
# This class contains the set of sprites used in the Scene_Battle class, such
# as the enemies, actors, battle background, and any pictures being displayed
#==============================================================================
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class Spriteset_Battle
#--------------------------------------------------------------------------
# â— initialize
#--------------------------------------------------------------------------
def initialize
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
@battleback_sprite = Tilemap.new(@viewport1)
@battleback_sprite.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names
@battleback_sprite.autotiles = RPG::Cache.autotile(autotile_name)
end
@battleback_sprite.map_data = $game_map.data
@battleback_sprite.ox = $game_map.display_x / 4
@battleback_sprite.oy = $game_map.display_y / 4
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures))
end
@timer_sprite = Sprite_Timer.new
update
end
#--------------------------------------------------------------------------
# â— Dispose the battle spriteset
#--------------------------------------------------------------------------
def dispose
@battleback_sprite.tileset.dispose
for i in 0..6
@battleback_sprite.autotiles.dispose
end
@battleback_sprite.dispose
for sprite in @enemy_sprites + @actor_sprites
sprite.dispose
end
@weather.dispose
for sprite in @picture_sprites
sprite.dispose
end
@timer_sprite.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
@viewport4.dispose
end
#--------------------------------------------------------------------------
# â— Update the battleset sprite
#--------------------------------------------------------------------------
def update
@battleback_sprite.update
@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport4.color = $game_screen.flash_color
@viewport1.update
@viewport2.update
@viewport4.update
end
end
Â
[/rgss]
The actual ABS need a minor fix. After giving commands the names shrink. But I'd like another script to include that will change the actual monster graphics, to point to the charsets instead and animated.
Ok, I've got the title screen the way I want kinda. I just need to hide the box around the commands. Anyone?
Edit: Making a second request
Ok I am using:
[rgss]#==============================================================================
# â– New_Battle
#------------------------------------------------------------------------------
# Compiled By : Maki
#==============================================================================
# Original Scripts By : Fukuyama, and 桜雅 在土
#==============================================================================
# Â¥£ÂÂ¥ XRXS_BP 3. Ÿ—˜ŽžHP‰ñ•œ ver.1.01 Â¥£ÂÂ¥ by fukuyama, Â÷‰ë ÂÓy
# Modified by Alael
# ==========================================================
Â
Â
Â
#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ÂÅ“ ŒöŠJÆ’Cƒ“ƒXÆ’^ƒ“ƒX•ÃÂâ€
#--------------------------------------------------------------------------
attr_accessor  :update_cp_only          # CPÆ’ÂÂ[Æ’^Â[‚̂ÂÌÂXÂV
#--------------------------------------------------------------------------
# ÂÅ“ Æ’IÆ’uÆ’WÆ’FÆ’NÆ’g‰Šú‰»
#--------------------------------------------------------------------------
alias xrxs_bp7_initialize initialize
def initialize
 xrxs_bp7_initialize
 # «Full-View‚ÌÂꇂɺ“ñÂs‚Ì # ‚𵂾‚³‚¢ÂB
 #self.opacity = 0
 #self.back_opacity = 0
end
#--------------------------------------------------------------------------
# ÂÅ“ Æ’Å Æ’tÆ’Å’Æ’bÆ’Vƒ…
#--------------------------------------------------------------------------
alias xrxs_bp7_refresh refresh
def refresh
 if @update_cp_only
  xrxs_bp7_refresh
  return
 end
 # •`ŽÊ‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚·
 @draw_ban = true
 xrxs_bp7_refresh
 # •`ŽÊ‚Ì‹ÖŽ~‚ð‰ðÂÅ“
 @draw_ban = false
 # •`ŽÊ‚ðŠJŽn
 @item_max = $game_party.actors.size
 for i in 0...$game_party.actors.size
  actor = $game_party.actors
  actor_x = i * 160 + 21
  # •à ÂsÆ’Lƒƒƒ‰ƒOƒ‰ƒtÆ’BÆ’bÆ’N‚Ì•`ŽÊ
  draw_actor_graphic(actor, actor_x - 9, 116)
  # HP/SPÆ’ÂÂ[Æ’^Â[‚Ì•`ŽÊ
  draw_actor_hp_meter_line(actor, actor_x,  72, 96, 12)
  draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)
  # HPÂâ€â€™l‚Ì•`ŽÊ
  self.contents.font.size = 24       # HP/SPÂâ€â€™l‚Ì•¶Žš‚Ì‘å‚«‚³
  self.contents.font.color = actor.hp == 0 ? knockout_color :
   actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
  draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)
  # SPÂâ€â€™l‚Ì•`ŽÊ
  self.contents.font.color = actor.sp == 0 ? knockout_color :
   actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
  draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)
  # —pΐÂuHPÂv‚Æ—pΐÂuSPÂv‚Ì•`ŽÊ
  self.contents.font.size = 12       # —pΐÂuHP/SPÂv‚Ì•¶Žš‚Ì‘å‚«‚³
  self.contents.font.color = system_color # —pΐÂuHP/SPÂv‚Ì•¶Žš‚ÌÂF
  draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)
  draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)
Â
  draw_actor_state(actor, actor_x, 100)
 end
end
end
#==============================================================================
# ¡ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ÂÅ“ HPÆ’ÂÂ[Æ’^Â[ ‚Ì•`‰æ
#--------------------------------------------------------------------------
def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
 w = width * actor.hp / actor.maxhp
 hp_color_1 = Color.new(255,  0,  0, 192)
 hp_color_2 = Color.new(255, 255,  0, 192)
 self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
 x -= 1
 y += (height/4).floor
 self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
 x -= 1
 y += (height/4).ceil
 self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
 x -= 1
 y += (height/4).ceil
 self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# ÂÅ“ SPÆ’ÂÂ[Æ’^Â[ ‚Ì•`‰æ
#--------------------------------------------------------------------------
def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
 w = width * actor.sp / actor.maxsp
 hp_color_1 = Color.new(  0,  0, 255, 192)
 hp_color_2 = Color.new(  0, 255, 255, 192)
 self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
 x -= 1
 y += (height/4).floor
 self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
 x -= 1
 y += (height/4).ceil
 self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
 x -= 1
 y += (height/4).ceil
 self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
 draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end
#--------------------------------------------------------------------------
# ÂÅ“ Æ’XÆ’eÂ[Æ’g‚Ì•`‰æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_state draw_actor_state
def draw_actor_state(actor, x, y, width = 120)
 xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# ÂÅ“ HP ‚Ì•`‰æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
 xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
end
#--------------------------------------------------------------------------
# ÂÅ“ SP ‚Ì•`‰æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
 xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
end
end
#==============================================================================
# ž Å O•â€Æ’‰ƒCÆ’uƒ‰ƒÅ
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# ÂÅ“ ƒ‰ƒCƒ“•`‰æ by Â÷‰ë ÂÓy
#--------------------------------------------------------------------------
def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
 # •`ŽÊ‹——£‚ÌŒvŽZÂB‘å‚«‚ß‚É’¼ŠpŽž‚Ì’·‚³ÂB
 distance = (start_x - end_x).abs + (start_y - end_y).abs
 # •`ŽÊŠJŽn
 if end_color == start_color
  for i in 1..distance
   x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
   y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
   self.contents.fill_rect(x, y, width, width, start_color)
  end
 else
  for i in 1..distance
   x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
   y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
   r = start_color.red  * (distance-i)/distance + end_color.red  * i/distance
   g = start_color.green * (distance-i)/distance + end_color.green * i/distance
   b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance
   a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
   self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
  end
 end
end
Â
#--------------------------------------------------------------------------
# ÂÅ“ ‰e•¶Žš•`‰æ by TOMY
#--------------------------------------------------------------------------
def draw_shadow_text(x, y, width, height, string, align = 0)
 # Œ³‚ÌÂF‚ð•Û‘¶‚µ‚Ä‚¨‚Â
 color = self.contents.font.color.dup
 # •Žš‚ʼne•`‰æ
 self.contents.font.color = Color.new(0, 0, 0)
 self.contents.draw_text(x + 2, y + 2, width, height, string, align)
 # Œ³‚ÌÂF‚É–ß‚µ‚Ä•`‰æ
 self.contents.font.color = color
 self.contents.draw_text(x, y, width, height, string, align)
end
end
[/rgss]
and
[rgss]#==============================================================================
# â– Spriteset_Battle
#------------------------------------------------------------------------------
# This class contains the set of sprites used in the Scene_Battle class, such
# as the enemies, actors, battle background, and any pictures being displayed
#==============================================================================
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class Spriteset_Battle
#--------------------------------------------------------------------------
# â— initialize
#--------------------------------------------------------------------------
def initialize
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
@battleback_sprite = Tilemap.new(@viewport1)
@battleback_sprite.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names
@battleback_sprite.autotiles = RPG::Cache.autotile(autotile_name)
end
@battleback_sprite.map_data = $game_map.data
@battleback_sprite.ox = $game_map.display_x / 4
@battleback_sprite.oy = $game_map.display_y / 4
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures))
end
@timer_sprite = Sprite_Timer.new
update
end
#--------------------------------------------------------------------------
# â— Dispose the battle spriteset
#--------------------------------------------------------------------------
def dispose
@battleback_sprite.tileset.dispose
for i in 0..6
@battleback_sprite.autotiles.dispose
end
@battleback_sprite.dispose
for sprite in @enemy_sprites + @actor_sprites
sprite.dispose
end
@weather.dispose
for sprite in @picture_sprites
sprite.dispose
end
@timer_sprite.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
@viewport4.dispose
end
#--------------------------------------------------------------------------
# â— Update the battleset sprite
#--------------------------------------------------------------------------
def update
@battleback_sprite.update
@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport4.color = $game_screen.flash_color
@viewport1.update
@viewport2.update
@viewport4.update
end
end
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[/rgss]
The actual ABS need a minor fix. After giving commands the names shrink. But I'd like another script to include that will change the actual monster graphics, to point to the charsets instead and animated.