Hey. For a while now, my game has used an evented battle system, but the amount of lag it caused has forced me to switch to a script. I'm currently trying out NeoABS, and editing parts here and there so it fits my purpose. However, as I have sai a load of times before, I am not a scripter, and so the only things I can do are small things like removing code I don't want, and editing variables and windows. I really need someone to help me out with my battle system. So here is what I'm mainly in need of. If different people could just help me with the different parts, I would be very grateful:
1. Animations depending on the way the player is facing. NeoABS as a default only uses one animation for every way the character faced, but I want to be able to set a different animation to show depending on the way the character is facing.
2. I don't want the characters to 'jump' when they are hit, like they do in the default ABS version of the script.
3. The player must be able to move shile shooting.
4. There must be a animation determined by something like [sprite name]_die for every enemy.
5. Different attack and hit sounds. The sounds made by the enemy when it's hit should be chosen randomly out of 3 or 4 sound effects and then played.
Secondly, I need someone to edit this script that I edited (yeah, sounds confusing) so you can turn it on and off with a switch, pressing Q and W cycles through the weapons you have in your inventory, and so the ammo displayed is for example:
Item 1 if weapon 1 is equiped
Item 2 if weapon 2 is equiped
etc
Here's the HUD script:
I'm not asking one person to do all of these. If just one person could help with one of these, and someone else help with another, that would really help. Thanks in advance.
Fox
1. Animations depending on the way the player is facing. NeoABS as a default only uses one animation for every way the character faced, but I want to be able to set a different animation to show depending on the way the character is facing.
2. I don't want the characters to 'jump' when they are hit, like they do in the default ABS version of the script.
3. The player must be able to move shile shooting.
4. There must be a animation determined by something like [sprite name]_die for every enemy.
5. Different attack and hit sounds. The sounds made by the enemy when it's hit should be chosen randomly out of 3 or 4 sound effects and then played.
Secondly, I need someone to edit this script that I edited (yeah, sounds confusing) so you can turn it on and off with a switch, pressing Q and W cycles through the weapons you have in your inventory, and so the ammo displayed is for example:
Item 1 if weapon 1 is equiped
Item 2 if weapon 2 is equiped
etc
Here's the HUD script:
Code:
class Sprite_HUD < Sprite
def initialize
super
self.bitmap = RPG::Cache.picture("LMS HUD")
self.z = 1000
self.x = 640-self.bitmap.width
self.y = 480-self.bitmap.height
@current_hp = $game_party.actors[0].hp
@current_mp = $game_party.actors[0].sp
@current_ammo = $game_variables[1]
@current_weapon = $game_party.actors[0].weapon_id
refresh
end
def refresh
self.bitmap.clear
self.bitmap.dispose
self.bitmap = RPG::Cache.picture("LMS HUD")
self.bitmap.font.name = 'Lucida Console'
self.bitmap.font.size = 18
# HP [3, 19, 318, 11]
x = 19; y = 21; width = 103; height = 10;
percentage = @current_hp / $game_party.actors[0].maxhp.to_f
barwidth = width * percentage
self.bitmap.fill_rect(x, y, width-barwidth, height, Color.new(0, 0, 0))
# MP [3, 52, 318, 11]
x = 19; y = 41; width = 103; height = 10;
percentage = @current_mp / $game_party.actors[0].maxsp.to_f
barwidth = width * percentage
self.bitmap.fill_rect(x, y, width-barwidth, height, Color.new(0, 0, 0))
# WEAPON [331, 11, 58, 58]
image = RPG::Cache.icon($data_weapons[@current_weapon].icon_name)
self.bitmap.blt(120, -15, image, Rect.new(0, 0, 96, 96))
# AMMO
self.bitmap.draw_text(125, 38, 58, 32, @current_ammo.to_s, 1)
self.bitmap.draw_text(145, 38, 58, 32, "/", 1)
self.bitmap.draw_text(165, 38, 58, 32, "12", 1)
end
def update
if @current_hp != $game_party.actors[0].hp or @current_mp != $game_party.actors[0].sp or
@current_ammo != $game_variables[1] or @current_weapon != $game_party.actors[0].weapon_id
@current_hp = $game_party.actors[0].hp
@current_mp = $game_party.actors[0].sp
@current_ammo = $game_variables[1]
@current_weapon = $game_party.actors[0].weapon_id
refresh
end
end
end
I'm not asking one person to do all of these. If just one person could help with one of these, and someone else help with another, that would really help. Thanks in advance.
Fox