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Question : Regarding installing CBS's

ske7ch

Member

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.

Code:
#==============================================================================
# ++ サイドビューバトル(歩行グラフィック版) ver. 1.14 ++
#  Script by パラ犬
#  http://para.j-mx.com/
#------------------------------------------------------------------------------
# バトルフィールドに歩行グラフィックを表示します。
#==============================================================================

module SDVA
  
  X_LINE = 500        # 横位置のバトラー表示座標
  Y_LINE = 200        # 縦位置のバトラー表示座標
  X_SPACE = 15        # 横位置のバトラー同士の間隔
  Y_SPACE = 40        # 縦位置のバトラー同士の間隔
  X_POSITION = 25     # 隊列[前衛・中衛・後衛]の横間隔
  Y_POSITION = 0      # 隊列[前衛・中衛・後衛]の縦間隔
  
  ATTACK_MOVE = true  # 攻撃時に前へ踏み出すか( true / false )
  SKILL_MOVE = true   # スキル使用時に前へ踏み出すか( true / false )
  ITEM_MOVE = false   # アイテム使用時に前へ踏み出すか( true / false )
  MOVE_STEP = 1       # 移動歩数
  MOVE_PIXEL = 10     # 一歩あたりのピクセル数
  
  PARTY_POS = 1       # キャラクターの向き( 0:下 / 1:左 / 2:右 / 3:上 )

  WINDOWPOS_CHANGE = true   # コマンドウインドウをバトラーの横に表示するか( true / false )

  end
  
#==============================================================================
# â–  Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● バトル画面 X 座標の取得
  #--------------------------------------------------------------------------
  def screen_x
    if self.index != nil
      # 隊列を取得
      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
      # 移動アクションのとき
      if self.current_action.move_action == true
        # 横に移動
        scr_x += @shift_x
      end
      return scr_x
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # ● バトル画面 Y 座標の取得
  #--------------------------------------------------------------------------
  def screen_y
    if self.index != nil
      # 隊列を取得
      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
      # 移動アクションのとき
      if self.current_action.move_action == true
        # 縦に移動
        scr_y += @shift_y
      end
      return scr_y
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # ● バトル画面 Z 座標の取得
  #--------------------------------------------------------------------------
  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        # 歩行パターン
  attr_reader   :trans_x        # X方向の移動距離
  attr_reader   :moving         # 移動中フラグ
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  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
        # 歩数を満たすまで移動
        @pattern = (@pattern + 1) % 4
        @step += 1
        move_step
      else
        # 移動終了
        @pattern = 1
        @moving = 2
      end
  end
  #--------------------------------------------------------------------------
  # ○ 移動処理
  #--------------------------------------------------------------------------
  def move_step
  # パーティの向きによって移動座標を変える
  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
  #--------------------------------------------------------------------------
  # ○ 移動のリセット
  #--------------------------------------------------------------------------
  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             # 移動するアクションか
  #--------------------------------------------------------------------------
  # ● 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
    # バトラーがアクターに含まれるとき
    if @battler.is_a?(Game_Actor)
      # ファイル名か色相が現在のものと異なる場合
      # 行動中の場合
      if @battler.battler_name != @battler_name or
         @battler.battler_hue != @battler_hue or
         @battler.current_action.basic == 0 or
         @battler.current_action.kind != 3
        # ビットマップを取得、設定
        @character_name = @battler.character_name
        @character_hue = @battler.character_hue
        # 歩行グラフィックを描画
        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
          # 歩かせる
          @battler.move
        else
          @battler.move_reset
        end
        # 転送元の矩形を設定
        sx = @battler.pattern * cw
        sy = SDVA::PARTY_POS * ch
        self.src_rect.set(sx, sy, cw, ch)
        self.ox = @width / 2
        self.oy = @height
        # 隠れ状態なら不透明度を 0 にする
        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のセットアップ
  #--------------------------------------------------------------------------
  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の位置を設定
      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に隠れないように
      @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 : 行動側アニメーション)
  #--------------------------------------------------------------------------
  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
    # バトラーがアクターに含まれ、移動アクション中
    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
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  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
 

ske7ch

Member

sorry for posting in wrong section. but i just put it all in the appropriate spots and got an error when starting.

For the ones such as "Game_Battler" do i put the code at the end of 1,2,3 or 4.

This happens in a few cases where there are multiple sections of the same name
 

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