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problem with blizzard's tons of add-on V7.50b script

HI AGAIN, I'm having this problem with the tons of add-on script done by blizzard, when i use it in my game it causes ALL my spells to go out of line... now!

my question is pretty simple.. is there a way to take a certain script out of the whole lot of the t.o.a script and get it to work on it's own?

cos it's pretty damned stupid that I am really only looking for 1 script in the whole lot and that's the "Death Image" script that allows a picture to be shown when a character dies.. so instead of a blank space it shows another picture.

If it can't be taken out and used alone.. I don't suppose someone would like to script this for me.. if you take a look at blizzard's script for it you'll see it's no more than 50 odd lines of scripting.. i'ts located in Pt.1 of the tons of add-on script.

please someone help.. I really would like this script.

p.s. here's a link to the script - http://forum.chaos-project.com/index.php?topic=105.0
 
here you go, only took like 5 min :D i didn't put any time into commenting it, because i figure you already know how to use it. let me know if you need help

[rgss]#==============================================================================
# Game_System
#==============================================================================
 
class Game_System
  attr_accessor :DEATH_IMAGE
  attr_accessor :CENTER_BATTLER
  alias init_tons_of_addons1_later initialize
  def initialize
    init_tons_of_addons1_later
    #---------------------------------------------------------------------------
    @DEATH_IMAGE                = true
    @CENTER_BATTLER             = false
    #---------------------------------------------------------------------------
end
end
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
DEATH_IMAGE = '' # the battler file name of your death image
CENTER_BATTLER = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 
#==============================================================================
# Sprite_DummyBattler
#==============================================================================
 
class Sprite_DummyBattler < RPG::Sprite
  attr_accessor :battler
  def update
    return if @battler == nil
    super
    if self.bitmap == nil
      self.bitmap = RPG::Cache.battler(DEATH_IMAGE, 0)
      @width, @height = bitmap.width, bitmap.height
      self.ox, self.oy = @width / 2, @height
      self.opacity = 0 if @battler.dead? || @battler.hidden
    end
    if @battler_visible
      if !@battler.hidden && !@battler.dead? &&
          (@battler.damage == nil || @battler.damage_pop)
        escape
        @battler_visible = false
      elsif $game_temp.battle_main_phase
        self.opacity += 3 if self.opacity < 255
      elsif self.opacity > 207
        self.opacity -= 3
      end
    elsif @battler.damage == nil && @battler.dead?
      appear
      @battler_visible = true
    end
    if @battler != nil
      if $game_system.CENTER_BATTLER && @battler.is_a?(Game_Actor)
        self.x = case $game_party.actors.size
        when 1 then @battler.screen_x + 240
        when 2 then @battler.screen_x + 80 + @battler.index * 160
        when 3 then @battler.screen_x + 80
        when 4 then @battler.screen_x
        end
      else
        self.x = @battler.screen_x
      end
      self.y, self.z = @battler.screen_y, @battler.screen_z
    end
  end
end
#==============================================================================
# Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  alias init_death_image_later initialize
  def initialize
    @death_sprites = []
    init_death_image_later
    if $game_system.DEATH_IMAGE
      @actor_sprites.size.times {
          sprite = Sprite_DummyBattler.new(@viewport2)
          sprite.opacity = 0
          @death_sprites.push(sprite)}
    end
  end
  alias upd_death_image_later update
  def update
    upd_death_image_later
    return unless $game_system.DEATH_IMAGE
    @death_sprites.each_index {|i|
        @death_sprites.battler = @actor_sprites.battler
        @death_sprites.update}
  end
  alias disp_death_image_later dispose
  def dispose
    @death_sprites.each {|sprite| sprite.dispose}
    disp_death_image_later
  end
end
[/rgss]
 
AH! thanks vergessen.. awesome ^^ .. I don't suppose you could also take the realistic
ladders and the fps module script from part 2 of those scripts too could you? I was hoping
for all three first off but I didnt wanna ask for too much...

the fps script.. i've tried others but they dont work.. this seems to be the only one that
wil work for my game.. if you cant extrract the fps module.. then the ladder one alone
would be cool..

thanks for ALL your help.
 
i saw nothing about realistic ladder, what line is that on? here is the first post and fps removed:

Code:
#==============================================================================

# Game_System

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

 

class Game_System

  attr_accessor :DEATH_IMAGE

  attr_accessor :CENTER_BATTLER

  attr_accessor :FPS_MODULATOR

  attr_accessor :SPEED_MODULATOR

  alias init_tons_of_addons1_later initialize

  def initialize

    init_tons_of_addons1_later

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

    @DEATH_IMAGE                = true

    @CENTER_BATTLER             = false

    @FPS_MODULATOR              = true

    @SPEED_MODULATOR            = true

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

end

end

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# START Configuration

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

DEATH_IMAGE = '' # the battler file name of your death image

CENTER_BATTLER = false

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# END Configuration

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

 

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

# Sprite_DummyBattler

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

 

class Sprite_DummyBattler < RPG::Sprite

  attr_accessor :battler

  def update

    return if @battler == nil

    super

    if self.bitmap == nil

      self.bitmap = RPG::Cache.battler(DEATH_IMAGE, 0)

      @width, @height = bitmap.width, bitmap.height

      self.ox, self.oy = @width / 2, @height

      self.opacity = 0 if @battler.dead? || @battler.hidden

    end

    if @battler_visible

      if !@battler.hidden && !@battler.dead? &&

          (@battler.damage == nil || @battler.damage_pop)

        escape

        @battler_visible = false

      elsif $game_temp.battle_main_phase

        self.opacity += 3 if self.opacity < 255

      elsif self.opacity > 207

        self.opacity -= 3

      end

    elsif @battler.damage == nil && @battler.dead?

      appear

      @battler_visible = true

    end

    if @battler != nil

      if $game_system.CENTER_BATTLER && @battler.is_a?(Game_Actor)

        self.x = case $game_party.actors.size

        when 1 then @battler.screen_x + 240

        when 2 then @battler.screen_x + 80 + @battler.index * 160

        when 3 then @battler.screen_x + 80

        when 4 then @battler.screen_x

        end

      else

        self.x = @battler.screen_x

      end

      self.y, self.z = @battler.screen_y, @battler.screen_z

    end

  end

end

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

# Spriteset_Battle

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

class Spriteset_Battle

  alias init_death_image_later initialize

  def initialize

    @death_sprites = []

    init_death_image_later

    if $game_system.DEATH_IMAGE

      @actor_sprites.size.times {

          sprite = Sprite_DummyBattler.new(@viewport2)

          sprite.opacity = 0

          @death_sprites.push(sprite)}

    end

  end

  alias upd_death_image_later update

  def update

    upd_death_image_later

    return unless $game_system.DEATH_IMAGE

    @death_sprites.each_index {|i|

        @death_sprites[i].battler = @actor_sprites[i].battler

        @death_sprites[i].update}

  end

  alias disp_death_image_later dispose

  def dispose

    @death_sprites.each {|sprite| sprite.dispose}

    disp_death_image_later

  end

end

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

# FPS Modulator by Blizzard

# Version: 1.0b

# Type: Debug Utility

# Date: 12.2.2006

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

# 

#   Holding SHIFT and pressing Q/W will allow you to speed up the game like in

#   an emulator up to 3 times (sorry, RMXP doesn't allow more). Remove the

#   triple commented lines (###) to allow this feature even in the normal game,

#   not only the Debug mode.

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

 

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

# Scene_Map

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

 

class Scene_Map

  

  alias update_fps_later update

  def update

    if $game_system.FPS_MODULATOR

      if $DEBUG ### 

        if Input.press?(Input::A) && Input.press?(Input::R)

          Graphics.frame_rate += 40

        elsif Input.press?(Input::A) && Input.trigger?(Input::L)

          Graphics.frame_rate -= 40 unless Graphics.frame_rate == 40

        end

      end ###

    end

    update_fps_later

  end

 

end

 

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

# Speed Modulator by Blizzard

# Version: 1.01b

# Type: Debug Utility

# Date: 12.2.2006

# Date v1.01: 12.1.2007

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

# 

#   Pressing Q/W will allow you to speed up the main character. Pressing SHIFT

#   will reset his speed immediately. Remove the triple commented lines (###)

#   to allow this feature even in the normal game, not only the Debug mode.

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

 

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

# Game_Player

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

 

class Game_Player

  

  alias upd_speed_later update

  def update

    if $game_system.SPEED_MODULATOR

      if $DEBUG ###

        if Input.trigger?(Input::A)

          @move_speed = 4

        elsif !Input.press?(Input::A) && !Input.press?(Input::X) &&

            Input.trigger?(Input::R)

          @move_speed += 1 unless @move_speed == 6

        elsif !Input.press?(Input::A) && !Input.press?(Input::X) &&

            Input.trigger?(Input::L)

          @move_speed -= 1 unless @move_speed == 1

        end

      end ###

    end

    upd_speed_later

  end

  

end

 
 

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