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Need help with four scripts!

I do not script, have no idea on how to either. All I can do is explain the problem I have encountered with it.

Script 1
#==============================================================================
# Easy Party Switcher by Blizzard
# Version 1.2b
# Date: 21.05.2006
# Date v1.1: 25.05.2006
# Date v1.2b: 27.05.2006
#
#
# This is the official Party Switcher of:
# Chaos Project - The Three Moonsâ„¢
#
#
# Special Thanks to:
# Zeriab for pointing out a few glitches and shortening the code. =D
#
#
# IMPORTANT NOTE:
#
# Be sure to set the $party_max_size to the maximum size of your party.
# There is already a preconfiguration of 4.
#
#
# Compatibility:
#
# 99% chance of full compatibility with SDK, not tested altough. Can cause
# incompatibility with Party Change Systems. WILL corrupt your old savegames.
#
#
# Features:
#
# - Set party members for "not _available" (shown transparent in the reserve)
# - Remove party members from the reserve list ("disabled_for_party")
# - Set party members, who MUST be in the party (shown transparent in the
# current party, "must_be_in_party")
# - option either to wipe the party (for multi-party use) or only remove every
# member (except 1) from the party.
# - Easy to use and easy to switch party members
# - also supports small parties (2 or 3 members) and large parties (5 or more)
#
#
# How to use:
#
# To call this script, make a "Call script" command in an event. The syntax is:
#
# $scene = Scene_PartySwitcher.new
# or
# $scene = Scene_PartySwitcher.new(XXX)
# or
# $scene = Scene_PartySwitcher.new(XXX, 1)
# or
# $scene = Scene_PartySwitcher.new(XXX, YYY, ZZZ)
#
# - If you use the first syntax, no extra feature will be applied and you can
# switch the party as you wish.
# - If you use the second syntax, you can replace XXX for 1 to remove all party
# members except one (either one, who must be in the party or a random one), or
# replace XXX with 2, to cause a wipe party. Wiping a party will disable the
# of the current members and a NEW party of the remaining members must be
# formed. If you replace it with 3, the current party configuration will be
# stored for a later fast switch-back.
# - If you use the third sytnax, you can use the XXX as described above or just
# set it to 0 to disable it. Also the "1" in the syntax will reset any
# disabled_for_party and is made to be used after multi-party use.
# - If you use the fourth syntax you can replace ZZZ with 1 to replace the
# party with a stored one AND store the current or replace it with 2 to replace
# the party with a stored one, but without storing the current. USE THIS ONLY
# IF YOU ASSUME TO HAVE A STORED PARTY READY! This syntax will not open the
# Party Switcher and it will override the commands XXX and YYY, so you can
# replace these with any number.
#
# - Character faces go into a "Faces" folder in "Characters" and they have the
# same name as the character spritesets have.
#
#
# Other syntaxes:
# $game_actors[XXX].not_available = true/false
# $game_actors[XXX].disabled_for_party = true/false
# $game_actors[XXX].must_be_in_party = true/false
#
# - not_available will disable the possibility of an already unlocked character
# to be in th current party.
# - disabled for party will cause the character NOT to appear in the party
# switch screen.
# - must_be_in_party will cause the character to be automatically moved into
# the current party, while switching parties and also he cannot be put in the
# reserve.
#
#
# Additional note:
#
# For your own sake, do not apply the attribute "must_be_in_party" to a
# character at the same time with "not_available" or "disabled_for_party" as
# this WILL disrupt your party and party switch system.
#
#==============================================================================

$party_max_size = 4

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler

attr_accessor :must_be_in_party
attr_accessor :disabled_for_party
attr_accessor :not_available

alias setup_eps_later setup
def setup(actor_id)
@must_be_in_party = false
@disabled_for_party = false
@not_available = false
setup_eps_later(actor_id)
end

end

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party

def actors=(actors)
@actors = actors
end

end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base

def draw_actor_face(actor, x, y)
if actor != nil
bitmap = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
cw = 80
ch = 80
src_rect = Rect.new(0, 0, cw, ch)
if actor.not_available or actor.must_be_in_party
self.contents.blt(x, y, bitmap, src_rect, 128)
else
self.contents.blt(x, y, bitmap, src_rect)
end
end
end

end

#==============================================================================
# Window_Current
#==============================================================================

class Window_Current < Window_Selectable

def initialize
if $party_max_size > 4
super(0, 0, 240 + 32, 480)
else
super(0, 0, 240 + 32, $party_max_size * 120)
end
@item_max = $party_max_size
self.contents = Bitmap.new(width - 32, 480 - 32 + (@item_max - 4) * 120)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
refresh
self.active = false
self.index = -1
end

def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 0
y = i * 120 - 4
actor = $game_party.actors
self.contents.font.color = normal_color
if actor != nil
draw_actor_face(actor, x, y + 8)
draw_actor_name(actor, x + 160, y)
draw_actor_level(actor, x + 96, y)
draw_actor_hp(actor, x + 96, y + 32)
draw_actor_sp(actor, x + 96, y + 64)
end
end
end

def setactor(index_1, index_2)
temp = $game_party.actors[index_1]
$game_party.actors[index_1] = $game_party.actors[index_2]
$game_party.actors[index_2] = temp
refresh
end

def getactor(index)
return $game_actors[$game_party.actors[index].id]
end

def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = 0
y = (@index / @column_max) * 120 - self.oy
self.cursor_rect.set(x, y, self.width - 32, 88)
end

def clone_cursor
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = 0
y = (@index / @column_max) * 120
src_rect = Rect.new(0, 0, self.width, 88)
bitmap = RPG::Cache.windowskin("Cursor_Current")
self.contents.blt(x, y, bitmap, src_rect, 192)
end

def top_row
return self.oy / 116
end

def top_row=(row)
row = row % row_max
self.oy = row * 120
end

def page_row_max
return (self.height / 120)
end

end

#==============================================================================
# Window_Reserve
#==============================================================================

class Window_Reserve < Window_Selectable

def initialize
super(0, 0, 400 - 32, 320)
setup
@column_max = 3
if (@item_max / @column_max) >= 3
self.contents = Bitmap.new(width - 32, @item_max / @column_max * 96)
else
self.contents = Bitmap.new(width - 32, height - 32)
end
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
self.active = false
self.index = -1
refresh
end

def setup
@actors = []
for i in 0...$data_actors.size
flag = false
for j in 0...$game_party.actors.size
if $game_actors == $game_party.actors[j]
flag = true
end
end
if flag == false
unless $game_actors == nil or $game_actors.disabled_for_party
@actors.push($game_actors)
end
end
end
@item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
end

def refresh
self.contents.clear
for i in 0... @actors.size
drawing(@actors, i)
end
end

def drawing(actor, i)
x = (i % 3) * 112 + 16
y = (i / 3) * 96 - 8
self.contents.font.color = normal_color
draw_actor_face(actor, x, y + 18)
end

def getactor(index)
return @actors[index]
end

def setactor(index_1, index_2)
temp = @actors[index_1]
@actors[index_1] = @actors[index_2]
@actors[index_2] = temp
refresh
end

def setparty(index_1, index_2)
temp = @actors[index_1]
@actors[index_1] = $game_party.actors[index_2]
$game_party.actors[index_2] = temp
refresh
end

def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = (@index % @column_max) * 112 + 8
y = (@index / @column_max) * 96 - self.oy
self.cursor_rect.set(x, y, 96, 96)
end

def clone_cursor
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = (@index % @column_max) * 112 + 8
y = (@index / @column_max) * 96
src_rect = Rect.new(0, 0, 96, 96)
bitmap = RPG::Cache.windowskin("Cursor_Reserve")
self.contents.blt(x, y, bitmap, src_rect, 192)
end

def top_row
return self.oy / 96
end

def top_row=(row)
row = row % row_max
self.oy = row * 96
end

def page_row_max
return (self.height - 32) / 96
end

end

#==============================================================================
# Window_HelpStatus
#==============================================================================

class Window_HelpStatus < Window_Base

def initialize(gotactor)
super(0, 0, 400 - 32, 160)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
refresh(gotactor)
self.active = false
end

def refresh(actor)
self.contents.clear
if actor != nil
x = 0
y = 0
self.contents.font.color = normal_color
if actor.not_available
self.contents.draw_text(x + 8, y, 160, 32, "not available", 0)
end
draw_actor_face(actor, x, y + 40)
draw_actor_name(actor, x + 160, y + 32)
draw_actor_level(actor, x + 96, y + 32)
draw_actor_hp(actor, x + 96, y + 64)
draw_actor_sp(actor, x + 96, y + 96)
end
end

end

#==============================================================================
# Window_Warning
#==============================================================================

class Window_Warning < Window_Base

def initialize
super(0, 0, 320, 96)
self.visible = false
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
self.x = 320 - (width / 2)
self.y = 240 - (height / 2)
self.z = 9999
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 288, 32, "You cannot remove", 1)
self.contents.draw_text(0, 32, 288, 32, "the last party member!", 1)
end

end

#==============================================================================
# Scene_PartySwitcher
#==============================================================================

class Scene_PartySwitcher

def initialize(wipe_party = 0, reset = 0, store = 0)
@wipe_party = wipe_party
@store = store
@reset = reset
@current_window_temp = 0
@reserve_window_temp = 0
@canceler = false
@temp_window = ""
end

def main
if @store == 0
if @wipe_party == 1
setup_forced_party
elsif @wipe_party == 2
wipe_party
elsif @wipe_party == 3
store_party
wipe_party
end
@current_window = Window_Current.new
@current_window.index = 0
@current_window.active = true
@reserve_window = Window_Reserve.new
@reserve_window.x = 240 + 32
@reserve_window.y = 160
@warning_window = Window_Warning.new
actor = @reserve_window.getactor(0)
@help_window = Window_HelpStatus.new(actor)
@help_window.x = 240 + 32
if @reset == 1
actor.not_available = false
end
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@current_window.dispose
@reserve_window.dispose
@help_window.dispose
else
swap_parties(@store)
$scene = Scene_Map.new
end
sort_party
$game_player.refresh
Graphics.transition
end

def update
check = @reserve_window.index
if @reserve_window.active
reserve_update
@reserve_window.update
end
if check != @reserve_window.index
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
if @temp_window == "Current" or @temp_window == ""
@help_window.refresh(actor)
end
end
if @current_window.active
current_update
@current_window.update
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if @canceler == false
$scene = Scene_Map.new
elsif @canceler == true
@temp_window = ""
@canceler = false
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
if @temp_window == "Current" or @temp_window == ""
@help_window.refresh(actor)
end
@current_window.refresh
@reserve_window.refresh
end
return
end
if Input.trigger?(Input::A)
sort_party
@current_window.refresh
end
end

def current_update
if Input.trigger?(Input::C)
if @canceler == false
$game_system.se_play($data_system.decision_se)
@canceler = true
@temp_actor_index = @current_window.index
@temp_window = "Current"
@current_window.clone_cursor
elsif @canceler == true
switch_members
end
return
end
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@current_window.active = false
@reserve_window.active = true
@current_window_temp = @current_window.index
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.index = -1
@reserve_window.index = @reserve_window_temp
if @canceler == false
@help_window.refresh(actor)
end
return
end
end

def reserve_update
if Input.trigger?(Input::C)
if @canceler == false
$game_system.se_play($data_system.decision_se)
@canceler = true
@temp_actor_index = @reserve_window.index
@temp_window = "Reserve"
@reserve_window.clone_cursor
elsif @canceler == true
switch_members
end
return
end
if (@reserve_window.index % 3) == 0
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@reserve_window.active = false
@current_window.active = true
@reserve_window_temp = @reserve_window.index
@reserve_window.index = -1
@current_window.index = @current_window_temp
end
return
end
end

def switch_members
if @temp_window == "Reserve" and @reserve_window.active
@reserve_window.setactor(@temp_actor_index, @reserve_window.index)
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
end
if @temp_window == "Current" and @current_window.active
@current_window.setactor(@temp_actor_index, @current_window.index)
end
if @temp_window == "Reserve" and @current_window.active
actor1 = @current_window.getactor(@current_window.index)
actor2 = @reserve_window.getactor(@temp_actor_index)
if call_warning(@current_window.index, actor2)
if actor1 != nil and actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
if actor2 != nil and actor2.not_available
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@temp_actor_index, @current_window.index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window_temp)
@help_window.refresh(actor)
else
warning
end
end
if @temp_window == "Current" and @reserve_window.active
actor1 = @current_window.getactor(@temp_actor_index)
actor2 = @reserve_window.getactor(@reserve_window.index)
if call_warning(@temp_actor_index, actor2)
if actor1 != nil and actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window.index)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
if actor2 != nil and actor2.not_available
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window.index)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@reserve_window.index, @temp_actor_index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
else
warning
end
end
$game_system.se_play($data_system.decision_se)
@canceler = false
@temp_window = ""
return
end

def sort_party
actors = []
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor != nil
actors.push($game_actors[actor.id])
end
end
$game_party.actors = actors
for i in 0...$data_actors.size
actor = $game_actors
if actor != nil
actor.must_be_in_party = false
end
end
end

def wipe_party
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor != nil
actor.not_available = true
end
end
actors = []
$game_party.actors = actors
for i in 0...$data_actors.size
actor = $game_actors
if actor != nil and actor.must_be_in_party and not actor.not_available
$game_party.add_actor(actor.id)
end
end
if $game_party.actors.size == 0
for i in 0...$data_actors.size
actor = $game_actors
unless actor == nil or actor.not_available or actor.disabled_for_party
$game_party.add_actor(actor.id)
return
end
end
end
end

def setup_forced_party
actors = []
$game_party.actors = actors
for i in 0...$data_actors.size
actor = $game_actors
if actor != nil and actor.must_be_in_party and
not actor.disabled_for_party and not actor.not_available
$game_party.add_actor(actor.id)
end
end
end

def store_party
$stored_party = $game_party.actors
end

def swap_parties(swap)
temp = $game_party.actors
for i in 0...temp.size
if temp != nil
temp.not_available = true
end
end
for i in 0...$stored_party.size
if $stored_party != nil
$stored_party.not_available = false
end
end
$game_party.actors = $stored_party
if swap == 1
$stored_party = temp
else
$stored_party = nil
end
end

def call_warning(index, actor2)
actor1 = $game_party.actors[index]
if actor1 != nil and actor2 == nil
count = 0
for i in $game_party.actors
if i != nil
count += 1
end
end
if count <= 1
return false
end
end
return true
end

def warning
$game_system.se_play($data_system.buzzer_se)
@warning_window.visible = true
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
@warning_window.visible = false
@current_window.refresh
@reserve_window.refresh
break
end
end
return
end

end

I found this script in the Submitted Scripts board a couple pages back and decided to test it out. Right when I start the game I get this weird error, I'll post it later if needed. Basically the error was saying it couldn't find the Graphics/Characters/Facesets or something like that. If you know what's wrong here let me know, if you want me to tell you exactly what the script says tell me.

Script 2
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# ■ エネミーHP&SP(ver 0.98)

# □ カスタマイズポイント
#==============================================================================
module PLAN_HPSP_DRAW
FONT_NAME = ["Arial"] # フォント
FONT_SIZE = 18 # フォントサイズ
FONT_BOLD = true # 太字
FONT_ITALIC = true # 斜体

DRAW_NAME = true # 名前の描画
DRAW_HP = true # HP の描画
DRAW_SP = true # SP の描画

DRAW_WIDTH = 80 # 描画幅
DRAW_HEIGHT = 3 * 32 # 描画高さ
DRAW_SPACE = 0 # 行間
DRAW_Y = 24 # Y 座標修正値
end


#==============================================================================
# â–  Sprite_Battler
#==============================================================================

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_initialize initialize
def initialize(viewport, battler = nil)
# 元のメソッドに戻す
plan_enemy_hpsp_draw_initialize(viewport, battler)
# エネミーの場合
if @battler.is_a?(Game_Enemy)
width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
height = PLAN_HPSP_DRAW::DRAW_HEIGHT + 32
x = @battler.screen_x - width / 2
y = @battler.screen_y - height + 32 + PLAN_HPSP_DRAW::DRAW_Y
@enemy_hpsp_window = Window_Base.new(x, y, width, height)
@enemy_hpsp_window.contents = Bitmap.new(width - 32, height - 32)
@enemy_hpsp_window.contents.font.name = PLAN_HPSP_DRAW::FONT_NAME
@enemy_hpsp_window.contents.font.size = PLAN_HPSP_DRAW::FONT_SIZE
@enemy_hpsp_window.contents.font.bold = PLAN_HPSP_DRAW::FONT_BOLD
@enemy_hpsp_window.contents.font.italic = PLAN_HPSP_DRAW::FONT_ITALIC
y = 0
@old_enemy_hpsp = []
one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
if PLAN_HPSP_DRAW::DRAW_NAME
@enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32)
y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
@old_enemy_hpsp.push(@battler.name)
end
if PLAN_HPSP_DRAW::DRAW_HP
@enemy_hpsp_window.draw_actor_hp(@battler, 0, y, width - 32)
y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
@old_enemy_hpsp.push(@battler.hp)
end
if PLAN_HPSP_DRAW::DRAW_SP
@enemy_hpsp_window.draw_actor_sp(@battler, 0, y, width - 32)
@old_enemy_hpsp.push(@battler.sp)
end
@enemy_hpsp_window.opacity = 0
@enemy_hpsp_window.contents_opacity = 0
@enemy_hpsp_window.z = -2
end
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_dispose dispose
def dispose
# エネミーの場合
if @battler.is_a?(Game_Enemy)
@enemy_hpsp_window.dispose
end
# 元のメソッドに戻す
plan_enemy_hpsp_draw_dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_update update
def update
# 元のメソッドに戻す
plan_enemy_hpsp_draw_update
# エネミーの場合
if @battler.is_a?(Game_Enemy)
@enemy_hpsp_window.visible = @battler_visible
# スプライトの座標を設定
width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
@enemy_hpsp_window.x = self.x - width / 2
@now_enemy_hpsp = []
if PLAN_HPSP_DRAW::DRAW_NAME
@now_enemy_hpsp.push(@battler.name)
end
if PLAN_HPSP_DRAW::DRAW_HP
@now_enemy_hpsp.push(@battler.hp)
end
if PLAN_HPSP_DRAW::DRAW_SP
@now_enemy_hpsp.push(@battler.sp)
end
if @old_enemy_hpsp != @now_enemy_hpsp and $game_temp.enemy_hpsp_refresh
@old_enemy_hpsp = @now_enemy_hpsp
@enemy_hpsp_window.contents.clear
y = 0
width = PLAN_HPSP_DRAW::DRAW_WIDTH + 32
one_line = ((PLAN_HPSP_DRAW::FONT_SIZE * 100 / 28) * 32) / 100
if PLAN_HPSP_DRAW::DRAW_NAME
@enemy_hpsp_window.draw_actor_name(@battler, 0, y, width - 32)
y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
end
if PLAN_HPSP_DRAW::DRAW_HP
@enemy_hpsp_window.draw_actor_hp(@battler, 0, y, width - 32)
y += one_line + PLAN_HPSP_DRAW::DRAW_SPACE
end
if PLAN_HPSP_DRAW::DRAW_SP
@enemy_hpsp_window.draw_actor_sp(@battler, 0, y, width - 32)
end
Graphics.frame_reset
end
end
end
#--------------------------------------------------------------------------
# ● visible の設定
#--------------------------------------------------------------------------
if !method_defined?("plan_enemy_hpsp_draw_visible=)
alias plan_enemy_hpsp_draw_visible= visible=
end
def visible=(bool)
# エネミーの場合
if @battler.is_a?(Game_Enemy)
@enemy_hpsp_window.visible = bool
end
# 元のメソッドに戻す
self.plan_enemy_hpsp_draw_visible=(bool)
end
#--------------------------------------------------------------------------
# ● 不透明度の設定
#--------------------------------------------------------------------------
if !method_defined?("plan_enemy_hpsp_draw_opacity=")
alias plan_enemy_hpsp_draw_opacity= opacity=
end
def opacity=(n)
# 元のメソッドに戻す
self.plan_enemy_hpsp_draw_opacity=(n)
# エネミーの場合
if @battler.is_a?(Game_Enemy)
@enemy_hpsp_window.contents_opacity = n
end
end
#--------------------------------------------------------------------------
# ● ダメージ
#--------------------------------------------------------------------------
def damage(value, critical)
super(value, critical)
bitmap = @_damage_sprite.bitmap
@_damage_sprite.dispose
@_damage_sprite = ::Sprite.new(Viewport.new(0, 0, 640, 480))
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.viewport.z = self.viewport.z + 1
@_damage_sprite.z = 3000
@_damage_duration = 40
end
#--------------------------------------------------------------------------
# ● ダメージ解放
#--------------------------------------------------------------------------
def dispose_damage
if @_damage_sprite != nil
@_damage_sprite.viewport.dispose
end
super
end
end





#==============================================================================
# â–  Game_Temp
#==============================================================================

class Game_Temp
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :enemy_hpsp_refresh
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_initialize initialize
def initialize
# 元のメソッドに戻す
plan_enemy_hpsp_draw_initialize
@enemy_hpsp_refresh = false
end
end

#==============================================================================
# â–  Scene_Battle
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# ● プレバトルフェーズ開始 (エネミー名+アルファベット用)
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_start_phase1 start_phase1
def start_phase1
$game_temp.enemy_hpsp_refresh = true
# 元のメソッドに戻す
plan_enemy_hpsp_draw_start_phase1
end
#--------------------------------------------------------------------------
# ● パーティコマンドフェーズ開始 (エネミー名+アルファベット用)
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_start_phase2 start_phase2
def start_phase2
$game_temp.enemy_hpsp_refresh = false
# 元のメソッドに戻す
plan_enemy_hpsp_draw_start_phase2
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 5 : ダメージ表示)
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_update_phase4_step5 update_phase4_step5
def update_phase4_step5
# 元のメソッドに戻す
plan_enemy_hpsp_draw_update_phase4_step5
$game_temp.enemy_hpsp_refresh = true
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
#--------------------------------------------------------------------------
alias plan_enemy_hpsp_draw_update_phase4_step6 update_phase4_step6
def update_phase4_step6
# 元のメソッドに戻す
plan_enemy_hpsp_draw_update_phase4_step6
$game_temp.enemy_hpsp_refresh = false
end
end


#==============================================================================
# â–  Window_Base
#==============================================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# ● 名前の描画
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y, width = 220, align = 0)
if $scene.is_a?(Scene_Battle)
flag = actor.name.sub!(/\*f/, '').nil? ? false : true
self.contents.font.color = Color.new(0, 0, 0, 192)
self.contents.draw_text(x+1, y, width, 32, actor.name, align)
self.contents.draw_text(x, y+1, width, 32, actor.name, align)
end
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width, 32, actor.name, align)
end

alias draw_actor_hp_original draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Draw Shadow Effects for Battles
if $scene.is_a?(Scene_Battle)
self.contents.font.color = Color.new(0, 0, 0, 192)
self.contents.draw_text(x, y+1, 32, 32, $data_system.words.hp)
self.contents.draw_text(x+1, y, 32, 32, $data_system.words.hp)
self.contents.draw_text(hp_x, y+1, 48, 32, actor.hp.to_s, 2)
self.contents.draw_text(hp_x+1, y, 48, 32, actor.hp.to_s, 2)
if flag
self.contents.draw_text(hp_x + 49, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 48, y+1, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y+1, 48, 32, actor.maxhp.to_s)
self.contents.draw_text(hp_x + 61, y, 48, 32, actor.maxhp.to_s)
end
end
# Draw "HP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# Draw HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
# Draw MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
end

alias draw_actor_sp_original draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Draw Shadow Effects for Battles
if $scene.is_a?(Scene_Battle)
self.contents.font.color = Color.new(0, 0, 0, 192)
self.contents.draw_text(x, y+1, 32, 32, $data_system.words.sp)
self.contents.draw_text(x+1, y, 32, 32, $data_system.words.sp)
self.contents.draw_text(sp_x, y+1, 48, 32, actor.sp.to_s, 2)
self.contents.draw_text(sp_x+1, y, 48, 32, actor.sp.to_s, 2)
if flag
self.contents.draw_text(hp_x + 49, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 48, y+1, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y+1, 48, 32, actor.maxsp.to_s)
self.contents.draw_text(hp_x + 61, y, 48, 32, actor.maxsp.to_s)
end
end
# Draw "SP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# Draw SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# Draw MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end

#--------------------------------------------------------------------------
# ● ステートの描画
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 120)
# 元のメソッドに戻す
text = make_battler_state_text(actor, width, true)
self.contents.draw_text(x, y, width, 32, text, 1)
end
end
Same situation as above, it all works fine until I use a recovery item during battle, then I get another weird error. If you want me to tell you exactly what the error says then let me know. This was found on a Japanese site, http://www.66RPG.com, if this could be the cause then again, let me know.

Script 3 and 4
These two scripts basically works together, I don't know how it all works and stuff but...
Å Jâ€Â
 

Mac

Member

Script 1 - The problem with this script is blizzards party switch script requires your characters to have a face graphic so you must create a folder in Characters called Faces, then place all your faces in here.

Script 2 - Don't use this script its bad and full of errors, it seems you have only posted part of the script too, so i can't see whats fully wrong...but it doesn't define the RAW's correctly.

Script 3+4 - Dont use these scripts they are bad, i recommend using Tricksters Gradient Bar Script, so much better and you can design your own bars easily.
 
Thanks, you sure the errors are not the smilies? If they are then wait for a little cause I'm trying to get them fixed. If it isn't then okay, what should I replace with script 2?

Script 1: So it's forcing me to use faces, lol. Alright I'll put this one away until I get all the face graphics then.

Thanks.
 
It's not really forcing you to use faces persay. You can put any old picture in the faces folder if you like. You could probably put a blank square or you could always get someone to edit that part out.
@your sig: Omgsh I get ur avatar now! lol that was a funny level in Zelda TP.
 

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