Im not sure if im suppose to be asking questions in my own topic here, and im really sorry.
But i accidently stumbled across this Cbs and wanted to try it.
But i have no idea how to put it into my game.
Do i Erase the specific sections, like "Scene_battler" and put just what is shown, or do i add this code underneath....
Im rather confused and cant seem to get any CBS to work when putting it in my self.
Any help is appreciated
But i accidently stumbled across this Cbs and wanted to try it.
But i have no idea how to put it into my game.
Code:
#==============================================================================
# ++ サイドビューãƒãƒˆãƒ«(æ©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯ç‰ˆ) ver. 1.14 ++
#  Script by パラ犬
#  http://para.j-mx.com/
#------------------------------------------------------------------------------
# ãƒãƒˆãƒ«ãƒ•ã‚£ãƒ¼ãƒ«ãƒ‰ã«æ©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯ã‚’表示ã—ã¾ã™ã€‚
#==============================================================================
module SDVA
X_LINE = 500 # 横ä½ç½®ã®ãƒãƒˆãƒ©ãƒ¼è¡¨ç¤ºåº§æ¨™
Y_LINE = 200 # 縦ä½ç½®ã®ãƒãƒˆãƒ©ãƒ¼è¡¨ç¤ºåº§æ¨™
X_SPACE = 15 # 横ä½ç½®ã®ãƒãƒˆãƒ©ãƒ¼åŒå£«ã®é–“éš”
Y_SPACE = 40 # 縦ä½ç½®ã®ãƒãƒˆãƒ©ãƒ¼åŒå£«ã®é–“éš”
X_POSITION = 25 # 隊列[å‰è¡›ãƒ»ä¸è¡›ãƒ»å¾Œè¡›]ã®æ¨ªé–“éš”
Y_POSITION = 0 # 隊列[å‰è¡›ãƒ»ä¸è¡›ãƒ»å¾Œè¡›]ã®ç¸¦é–“éš”
ATTACK_MOVE = true # 攻撃時ã«å‰ã¸è¸ã¿å‡ºã™ã‹( true / false )
SKILL_MOVE = true # スã‚ル使用時ã«å‰ã¸è¸ã¿å‡ºã™ã‹( true / false )
ITEM_MOVE = false # アイテム使用時ã«å‰ã¸è¸ã¿å‡ºã™ã‹( true / false )
MOVE_STEP = 1 # 移動æ©æ•°
MOVE_PIXEL = 10 # 一æ©ã‚ãŸã‚Šã®ãƒ”クセル数
PARTY_POS = 1 # ã‚ャラクターã®å‘ã( 0:下 / 1:å·¦ / 2:å³ / 3:上 )
WINDOWPOS_CHANGE = true # コマンドウインドウをãƒãƒˆãƒ©ãƒ¼ã®æ¨ªã«è¡¨ç¤ºã™ã‚‹ã‹( true / false )
end
#==============================================================================
# â– Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# â— ãƒãƒˆãƒ«ç”»é¢ X 座標ã®å–å¾—
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
# 隊列をå–å¾—
pos = $data_classes[self.class_id].position
x_pos = pos * SDVA::X_POSITION
scr_x = self.index * SDVA::X_SPACE + SDVA::X_LINE + x_pos
# 移動アクションã®ã¨ã
if self.current_action.move_action == true
# 横ã«ç§»å‹•
scr_x += @shift_x
end
return scr_x
else
return 0
end
end
#--------------------------------------------------------------------------
# â— ãƒãƒˆãƒ«ç”»é¢ Y 座標ã®å–å¾—
#--------------------------------------------------------------------------
def screen_y
if self.index != nil
# 隊列をå–å¾—
pos = $data_classes[self.class_id].position
y_pos = pos * SDVA::Y_POSITION
scr_y = self.index * SDVA::Y_SPACE + SDVA::Y_LINE + y_pos
# 移動アクションã®ã¨ã
if self.current_action.move_action == true
# 縦ã«ç§»å‹•
scr_y += @shift_y
end
return scr_y
else
return 0
end
end
#--------------------------------------------------------------------------
# â— ãƒãƒˆãƒ«ç”»é¢ Z 座標ã®å–å¾—
#--------------------------------------------------------------------------
def screen_z
if self.index != nil
return self.index
else
return 0
end
end
end
#==============================================================================
# ■Game_Battler (分割定義 1)
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ◠公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :pattern # æ©è¡Œãƒ‘ターン
attr_reader :trans_x # Xæ–¹å‘ã®ç§»å‹•è·é›¢
attr_reader :moving # 移動ä¸ãƒ•ãƒ©ã‚°
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
move_reset
end
#--------------------------------------------------------------------------
# ○ 移動カウント
#--------------------------------------------------------------------------
def move
@moving = 1
if @step < SDVA::MOVE_STEP
# æ©æ•°ã‚’満ãŸã™ã¾ã§ç§»å‹•
@pattern = (@pattern + 1) % 4
@step += 1
move_step
else
# 移動終了
@pattern = 1
@moving = 2
end
end
#--------------------------------------------------------------------------
# â—‹ 移動処ç†
#--------------------------------------------------------------------------
def move_step
# パーティã®å‘ãã«ã‚ˆã£ã¦ç§»å‹•åº§æ¨™ã‚’変ãˆã‚‹
case SDVA::PARTY_POS
when 0
@shift_y = @step * SDVA::MOVE_PIXEL
when 1
@shift_x = -(@step * SDVA::MOVE_PIXEL)
when 2
@shift_x = @step * SDVA::MOVE_PIXEL
when 3
@shift_y = -(@step * SDVA::MOVE_PIXEL)
end
end
#--------------------------------------------------------------------------
# â—‹ 移動ã®ãƒªã‚»ãƒƒãƒˆ
#--------------------------------------------------------------------------
def move_reset
@moving = 0
@pattern = 0
@step = 0
@shift_x = 0
@shift_y = 0
end
end
#==============================================================================
# â– Game_BattleAction
#==============================================================================
class Game_BattleAction
#--------------------------------------------------------------------------
# ◠公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :move_action # 移動ã™ã‚‹ã‚¢ã‚¯ã‚·ãƒ§ãƒ³ã‹
#--------------------------------------------------------------------------
# ◠クリア
#--------------------------------------------------------------------------
alias clear_sdva clear
def clear
clear_sdva
@move_action = false
end
end
#==============================================================================
# â– Sprite_Battler
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
alias update_sdva update
def update
# ãƒãƒˆãƒ©ãƒ¼ãŒã‚¢ã‚¯ã‚¿ãƒ¼ã«å«ã¾ã‚Œã‚‹ã¨ã
if @battler.is_a?(Game_Actor)
# ファイルåã‹è‰²ç›¸ãŒç¾åœ¨ã®ã‚‚ã®ã¨ç•°ãªã‚‹å ´åˆ
# 行動ä¸ã®å ´åˆ
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue or
@battler.current_action.basic == 0 or
@battler.current_action.kind != 3
# ビットマップをå–å¾—ã€è¨å®š
@character_name = @battler.character_name
@character_hue = @battler.character_hue
# æ©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯ã‚’æç”»
self.bitmap = RPG::Cache.character(@character_name, @character_hue)
cw = self.bitmap.width / 4
ch = self.bitmap.height / 4
@width = cw
@height = ch
if @battler.current_action.move_action == true
# æ©ã‹ã›ã‚‹
@battler.move
else
@battler.move_reset
end
# 転é€å…ƒã®çŸ©å½¢ã‚’è¨å®š
sx = @battler.pattern * cw
sy = SDVA::PARTY_POS * ch
self.src_rect.set(sx, sy, cw, ch)
self.ox = @width / 2
self.oy = @height
# éš ã‚ŒçŠ¶æ…‹ãªã‚‰ä¸é€æ˜Žåº¦ã‚’ 0 ã«ã™ã‚‹
if @battler.hidden
self.opacity = 0
end
end
end
update_sdva
end
end
#==============================================================================
# â– Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ◠アクターコマンドウィンドウã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
#--------------------------------------------------------------------------
alias phase3_setup_command_window_sdva phase3_setup_command_window
def phase3_setup_command_window
phase3_setup_command_window_sdva
if SDVA::WINDOWPOS_CHANGE
# アクターコマンドウィンドウã®ä½ç½®ã‚’è¨å®š
case SDVA::PARTY_POS
when 0
x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
y_pos = @active_battler.screen_y
when 1
x_pos = @active_battler.screen_x - @actor_command_window.width - 16
y_pos = @active_battler.screen_y - @actor_command_window.height
when 2
x_pos = @active_battler.screen_x + 16
y_pos = @active_battler.screen_y - @actor_command_window.height
when 3
x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
y_pos = @active_battler.screen_y - @actor_command_window.height - 48
end
@actor_command_window.x = x_pos >= 0 ? x_pos : 0
@actor_command_window.x = x_pos+@actor_command_window.width <= 640 ? x_pos : 640-@actor_command_window.width
@actor_command_window.y = y_pos >= 0 ? y_pos : 0
@actor_command_window.y = y_pos+@actor_command_window.height <= 480 ? y_pos : 480-@actor_command_window.height
# ステータスウインドウã«éš ã‚Œãªã„よã†ã«
@actor_command_window.z = 9999
end
end
#--------------------------------------------------------------------------
# ◠フレーム更新 (メインフェーズ ステップ 3 : 行動å´ã‚¢ãƒ‹ãƒ¡ãƒ¼ã‚·ãƒ§ãƒ³)
#--------------------------------------------------------------------------
alias update_phase4_step3_sdva update_phase4_step3
def update_phase4_step3
if SDVA::ATTACK_MOVE
if @active_battler.current_action.basic == 0
@active_battler.current_action.move_action = true
end
end
if SDVA::SKILL_MOVE
if @active_battler.current_action.kind == 1
@active_battler.current_action.move_action = true
end
end
if SDVA::ITEM_MOVE
if @active_battler.current_action.kind == 2
@active_battler.current_action.move_action = true
end
end
# ãƒãƒˆãƒ©ãƒ¼ãŒã‚¢ã‚¯ã‚¿ãƒ¼ã«å«ã¾ã‚Œã€ç§»å‹•ã‚¢ã‚¯ã‚·ãƒ§ãƒ³ä¸
if @active_battler.is_a?(Game_Actor) and
@active_battler.current_action.move_action
# 移動終了時
if @active_battler.moving == 2
update_phase4_step3_sdva
end
elsif @active_battler.moving == 0
update_phase4_step3_sdva
end
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 update_phase4_step6_sdva update_phase4_step6
def update_phase4_step6
@active_battler.current_action.move_action = false
@active_battler.move_reset
update_phase4_step6_sdva
end
end
#==============================================================================
# â– Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
@viewport2.z = 1
end
end
#==============================================================================
# â– Arrow_Actor
#==============================================================================
class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# カーソル下
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@index += 1
@index %= $game_party.actors.size
end
# カーソル上
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@index += $game_party.actors.size - 1
@index %= $game_party.actors.size
end
end
end
#==============================================================================
# â– Arrow_Enemy
#==============================================================================
class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# カーソル下
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
# カーソル上
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += $game_troop.enemies.size - 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
end
end
Do i Erase the specific sections, like "Scene_battler" and put just what is shown, or do i add this code underneath....
Im rather confused and cant seem to get any CBS to work when putting it in my self.
Any help is appreciated