I'll put it like this for you, all of my scrips are the default scripts of the game besides a few the only thing i did was follow this guys instructions for a side view battle
http://www.phylomortis.com/resource/script/scr005.htm
now my sprite is on the side but i loaded the battler animation with the sprite sheet and this is how my battler shows up except theres white all around him.
------------------------------------------------------------------------------------------------------
First off, re-import the sprite templet when the templet appear right click on the white background and then left click on the white background then click ok, that should remove the white background By the way, what side view system are you using. because in minkofs side view battler system, if you want to use game sprites you have to adjust the script that deals with the different poses also make sure that no battler is using the default set.
If you don't want to use, your game sprites then you need to create the 11 battle sprites and the poses and this is hard to do.
if you don't want to have your chrachters run up and attack the enemy, I have a script that is a side view system that uses game sprites but they only take one step forward and strike the air and the air in frount of them, they don't run up to the enemy. here is the script.
Script: 1
#==============================================================================
# ++ ?????????(?????????) ver.1.14 ++
# Script by ???
#
http://para.j-mx.com/
#------------------------------------------------------------------------------
# ????????????????????????
#==============================================================================
module SDVA
X_LINE = 500 # ????????????
Y_LINE = 200 # ????????????
X_SPACE = 15 # ?????????????
Y_SPACE = 40 # ?????????????
X_POSITION = 25 # ??[??·??·??]????
Y_POSITION = 0 # ??[??·??·??]????
ATTACK_MOVE = true # ???????????( true / false )
SKILL_MOVE = true # ??????????????( true / false )
ITEM_MOVE = false # ???????????????( true / false )
MOVE_STEP = 1 # ????
MOVE_PIXEL = 10 # ???????????
PARTY_POS = 1 # ?????????( 0:? / 1:? / 2:? / 3:? )
WINDOWPOS_CHANGE = true # ??????????????????????( true / false )
end
#==============================================================================
# ¦ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ? ????? X ?????
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
# ?????
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
# ??????????
if self.current_action.move_action == true
# ????
scr_x += @shift_x
end
return scr_x
else
return 0
end
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
if self.index != nil
# ?????
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
# ??????????
if self.current_action.move_action == true
# ????
scr_y += @shift_y
end
return scr_y
else
return 0
end
end
#--------------------------------------------------------------------------
# ? ????? Z ?????
#--------------------------------------------------------------------------
def screen_z
if self.index != nil
return self.index
else
return 0
end
end
end
#==============================================================================
# ¦ Game_Battler (???? 1)
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :pattern # ??????
attr_reader :trans_x # X???????
attr_reader :moving # ??????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
move_reset
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def move
@moving = 1
if @step < SDVA::MOVE_STEP
# ??????????
@pattern = (@pattern + 1) % 4
@step += 1
move_step
else
# ????
@pattern = 1
@moving = 2
end
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def move_step
# ???????????????????
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
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def move_reset
@moving = 0
@pattern = 0
@step = 0
@shift_x = 0
@shift_y = 0
end
end
#==============================================================================
# ¦ Game_BattleAction
#==============================================================================
class Game_BattleAction
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :move_action # ??????????
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
alias clear_sdva clear
def clear
clear_sdva
@move_action = true
end
end
#==============================================================================
# ¦ Sprite_Battler
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias update_sdva update
def update
# ????????????????
if @battler.is_a?(Game_Actor)
# ????????????????????
# ??????
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue or
@battler.current_action.basic == 0 or
@battler.current_action.kind != 3
# ????????????
@character_name = @battler.character_name
@character_hue = @battler.character_hue
# ???????????
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
# ????
@battler.move
else
@battler.move_reset
end
# ?????????
sx = @battler.pattern * cw
sy = SDVA::PARTY_POS * ch
self.src_rect.set(sx, sy, cw, ch)
self.ox = @width / 2
self.oy = @height
# ??????????? 0 ???
if @battler.hidden
self.opacity = 0
end
end
end
update_sdva
end
end
#==============================================================================
# ¦ Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ? ????????????????????
#--------------------------------------------------------------------------
alias phase3_setup_command_window_sdva phase3_setup_command_window
def phase3_setup_command_window
phase3_setup_command_window_sdva
if SDVA::WINDOWPOS_CHANGE
# ???????????????????
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
# ??????????????????
@actor_command_window.z = 9999
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 3 : ??????????)
#--------------------------------------------------------------------------
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
# ??????????????????????
if @active_battler.is_a?(Game_Actor) and
@active_battler.current_action.move_action
# ?????
if @active_battler.moving == 2
update_phase4_step3_sdva
end
elsif @active_battler.moving == 0
update_phase4_step3_sdva
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 6 : ??????)
#--------------------------------------------------------------------------
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
#==============================================================================
# ¦ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
@viewport2.z = 1
end
end
#==============================================================================
# ¦ Arrow_Actor
#==============================================================================
class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# ?????
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@index += 1
@index %= $game_party.actors.size
end
# ?????
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
#==============================================================================
# ¦ Arrow_Enemy
#==============================================================================
class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# ?????
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
# ?????
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
Script 2
#==============================================================================
# ++ ??????????? ver. 2.56 ++
# Script by ???
#
http://para.j-mx.com/
#------------------------------------------------------------------------------
# CT?????????????????????????????
# ???????????????????????????????
# ??????????????????????????????????
# ?????????
#------------------------------------------------------------------------------
#[??????]
# ??????????????????????(Scene_Debug????)
#------------------------------------------------------------------------------
#[??]
#·??
# ????????????????????????????????????????
# ?????????????????
# ???????????????????????????????
# ?????????????
#
#·????????
# ????????????????
# R???(PageDown??)??????????????????
# L???(PageUp??)?????????????????
#==============================================================================
module PARA_CTB
# ????????CT??????????(true:??? / false:????)
COMMAND_WAIT = false
# ??????????????????CT????????
#??(true:??? / false:????)
SELECT_WAIT = true
# ???????????CT??????????(true:????? / false:????)
ANIMATION_WAIT = false
# ???????(????????CT?????????)
BATTLE_SPEED = 3
# ???????????(???PT????????????????)
PARTY_SIZE = 4
# ??????CT?????????
ACT_ATTACK_CT = 100 # ????
ACT_GUARD_CT = 100 # ??
ACT_ESCAPE_CT = 100 # ????
ACT_SKILL_CT = 100 # ???
ACT_ITEM_CT = 100 # ????
# ???????????
UNESCAPE_MES = "Failed to escape"
# CT????????(""????????)
# ?????Audio/SE??????
FULL_CT_SE = ""
# ?????????
FULL_CT_SE_VOL = 80
# CT????????????((0,0,0)?????)
FULL_CT_COLOR = Tone.new(32,0,0)
# HP?????(?????????)
HP_COLOR_LEFT = Color.new(128, 0, 0, 255)
# HP?????(?????????)
HP_COLOR_RIGHT= Color.new(255, 0, 0, 255)
# SP?????(?????????)
SP_COLOR_LEFT = Color.new(0, 0, 128, 255)
# SP?????(?????????)
SP_COLOR_RIGHT= Color.new(0, 0, 255, 255)
# CT?????(?????????)
COLOR_LEFT = Color.new(128, 128, 64, 255)
# CT?????(?????????)
COLOR_RIGHT= Color.new(255, 255, 128, 255)
# CT????????????????
COLOR_FULL = Color.new(255, 225, 128, 255)
# ??????
FRAME_COLOR = Color.new(192, 192, 192, 255)
# ???????
FRAME_BORDER = 1
# ???????
BACK_COLOR = Color.new(128, 128, 128, 128)
# ??????????
NAME_FONT_SIZE = 16
# HP/SP????????
HPSP_FONT_SIZE = 18
# ?????????????
ENEMY_FONT_SIZE = 16
# ??HP/SP??????( true / false )
MAX_DRAW = false
# ???????????( true / false )
# (true????????? 2??????????????)
ENEMY_GROUPING = false
# ??????????????( 0:?? / 1:HP / 2:CT )
# (????????????????????)
ENEMY_DRAWING_MATER = 0
# ??????????????HP/SP??????( true / false )
HELP_DRAWING_MATER_ACTOR = false
# ??????????????HP/SP??????( true / false )
HELP_DRAWING_MATER_ENEMY = false
# ?????????????????( true / false )
#(??????????????????????
# ??????????????????????????true?)
# ?true?????????????????????
# ????????????????????
WINDOWPOS_CHANGE = false
WINDOWPOS_X = 100 # X??
WINDOWPOS_Y = 320 # Y??
# ??????????????
WINDOW_OPACITY = 160
# CT?????????????????????????(?????0)
# ??????????????????????
CT_SKIP = 2
end
# ? ????????
#------------------------------------------------------------------------------
#==============================================================================
# ¦ Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ? CT?????
#--------------------------------------------------------------------------
def update_ct
# ?????????????????
if @countup
for actor in $game_party.actors
# ??????
if actor.movable? == false and actor.ct_visible and @phase4_step != 5
# ?????????????
actor.ct_visible = false
actor.countup = true
actor.full_ct = false
elsif actor.movable? and actor.ct_visible == false
# ?????????????
clear_ct(actor)
actor.ct_visible = true
end
# ????????????
if actor.max_ct == 0
actor.max_ct = @max_ct
end
# ????????????
if actor.countup
# CT?max?????????????????????????
if actor.now_ct >= @max_ct and !(@pre_action_battlers.include?(actor))
# ???????????????
@pre_action_battlers.push(actor)
@action_count += 1
# ???????
if PARA_CTB::FULL_CT_SE != "" and actor.ct_visible
Audio.se_play("Audio/SE/" + PARA_CTB::FULL_CT_SE,PARA_CTB::FULL_CT_SE_VOL)
end
# ??????????????
actor.countup = false
actor.full_ct = true
else
# ???????
actor.make_action_speed
ct_skip = PARA_CTB::CT_SKIP != 0 ? PARA_CTB::CT_SKIP : 1
actor.now_ct += actor.current_action.speed * PARA_CTB::BATTLE_SPEED * ct_skip
end
end
end
for enemy in $game_troop.enemies
# ??????
if enemy.movable? == false and enemy.ct_visible and @phase4_step == 5
# ?????????????
enemy.ct_visible = false
enemy.countup = true
enemy.full_ct = false
elsif enemy.movable? and enemy.ct_visible == false
# ?????????????
clear_ct(enemy)
enemy.ct_visible = true
end
# ????????????
if enemy.countup
# CT?max?????????????????????
if enemy.now_ct >= @max_ct and ! @pre_action_battlers.include?(enemy)
# ???????????
@pre_action_battlers.push(enemy)
@action_count += 1
# ??????????????
enemy.countup = false
enemy.full_ct = true
else
# ???????
enemy.make_action_speed
enemy.now_ct += enemy.current_action.speed * PARA_CTB::BATTLE_SPEED
end
end
end
# CT???????
@status_window.refresh_ct
@status_window2.refresh_ct
end
end
#--------------------------------------------------------------------------
# ? ?????CT?0?
#--------------------------------------------------------------------------
def clear_ct(battler)
battler.countup = true
battler.now_ct = 0
battler.full_ct = false
end
#--------------------------------------------------------------------------
# ? ?????CT????????????
#--------------------------------------------------------------------------
def declease_ct(battler,percent)
battler.countup = true
battler.now_ct = battler.now_ct * percent / 100
battler.full_ct = false
end
#--------------------------------------------------------------------------
# ? CT????
#--------------------------------------------------------------------------
def initialize_ct
# CT???????
max_ct
for battler in $game_party.actors + $game_troop.enemies
if battler.movable?
n = $game_party.actors.size + $game_troop.enemies.size
# ???????????CT??????
battler.now_ct = battler.agi * 60 * n
battler.ct_visible = true
else
clear_ct(battler)
battler.ct_visible = false
end
battler.countup = true
battler.full_ct = false
battler.max_ct = @max_ct
end
end
#--------------------------------------------------------------------------
# ? ????????????CT???????
#--------------------------------------------------------------------------
def max_ct
for battler in $game_party.actors + $game_troop.enemies
@max_ct += battler.agi
end
@max_ct *= 100
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def shift_activer(shift)
# ?????????????????2???
if @pre_action_battlers != nil
if shift == 1 and @pre_action_battlers.size >= @actor_array_index + 3
# ??????????
act = @pre_action_battlers[@actor_array_index]
# ???????????????
@pre_action_battlers.insert(@actor_array_index+2, act)
# ???????
@pre_action_battlers.delete_at(@actor_array_index)
@actor_array_index -= 1
phase3_next_actor
else
act = @pre_action_battlers[@actor_array_index]
# ???????????????
@pre_action_battlers.push(act)
# ???????
@pre_action_battlers.delete_at(@actor_array_index)
@actor_array_index -= 1
phase3_next_actor
end
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
alias main_ctb main
def main
# ?????????????
@status_window2 = Window_BattleStatus_enemy.new
@action_battlers = []
@pre_action_battlers = []
@max_ct = 0
@countup = false
@ct_wait = 0
@action_count = 0
main_ctb
# ?????????????
@status_window2.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias ctb_update update
def update
# ?????????????
if $game_system.battle_interpreter.running?
# ?????????
$game_system.battle_interpreter.update
# ?????????????????????????
if $game_temp.forcing_battler == nil
# ?????????????????
unless $game_system.battle_interpreter.running?
# ??????????????????????????
unless judge
setup_battle_event
end
end
# ????????????????
if @phase != 5
# ?????????????????
@status_window.refresh
# ???????????
@status_window2.refresh
end
end
else
if PARA_CTB::CT_SKIP == 0
update_ct
else
if @ct_wait > 0
@ct_wait -= 1
else
update_ct
@ct_wait = PARA_CTB::CT_SKIP
end
end
end
ctb_update
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
alias ctb_start_phase1 start_phase1
def start_phase1
# CT????
initialize_ct
# ?????????
@countup = true
ctb_start_phase1
end
#--------------------------------------------------------------------------
# ? ?????? (?????????)
#--------------------------------------------------------------------------
def update_phase1
# ???????????
@status_window2.refresh
# ????
if judge
# ?????????? : ??????
return
end
# ?????????????????????????????????
start_phase3
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def start_phase2
# ???? 2 ???
@phase = 2
# ?????????????
@actor_index = -1
@active_battler = nil
# ?????????????????
@party_command_window.active = true
@party_command_window.visible = true
# ?????????????????
@actor_command_window.active = false
@actor_command_window.visible = false
# ??????????????
$game_temp.battle_main_phase = false
# ????????????
unless $game_party.inputable?
# ?????????
start_phase4
end
end
#--------------------------------------------------------------------------
# ? ?????? (???????????? : ???)
#--------------------------------------------------------------------------
def update_phase2_escape
# ?????????????
enemies_agi = 0
for enemy in $game_troop.enemies
if enemy.exist?
enemies_agi += enemy.agi
end
end
# ?????????????????
actors_agi = 0
for actor in @pre_action_battlers
if actor.is_a?(Game_Actor) and actor.exist?
actors_agi += actor.agi
end
end
# ??????
success = rand(100) < 50 * actors_agi / enemies_agi
# ???????
if success
# ?? SE ???
$game_system.se_play($data_system.escape_se)
# ??????? BGM ???
$game_system.bgm_play($game_temp.map_bgm)
# CT????
for battler in $game_party.actors
clear_ct(battler)
end
# ?????
battle_end(1)
# ???????
else
# ????????? "????" ????
@help_window.set_text(PARA_CTB::UNESCAPE_MES, 1)
# ???????????CT????
pre_action_battlers = @pre_action_battlers.clone
for act in pre_action_battlers
if act.is_a?(Game_Actor)
declease_ct(act, 100-PARA_CTB::ACT_ESCAPE_CT)
act.current_action.clear
@pre_action_battlers.delete(act)
end
end
@party_command_window.visible = false
# ???????????
@help_window.visible = true
@wait_count = 20
# ?????????
start_phase4
end
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def start_phase3
# ???? 3 ???
@phase = 3
# ?????????????
@actor_index = -1
@active_battler = nil
@actor_array_index = -1
# ??????????????
if @pre_action_battlers != []
phase3_next_actor
else
start_phase4
end
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def phase3_next_actor
# ???
begin
# ???????????? OFF
if @active_battler != nil
@active_battler.blink = false
end
# ??????????
if @actor_array_index + 1 == @pre_action_battlers.size
# ?????????
start_phase4
return
#?????????
elsif $game_troop.enemies.include?(@pre_action_battlers[@actor_array_index + 1])
# ?????????
start_phase4
return
end
# ???????????????
@actor_array_index += 1
@actor_index = @pre_action_battlers[@actor_array_index].index
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
@active_battler.current_action.clear
# ??????????????????????????
end until @active_battler.inputable?
# ????????????????????
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def phase3_prior_actor
# ???
begin
# ???????????? OFF
if @active_battler != nil
@active_battler.blink = false
end
# ??????????
if @actor_array_index <= 0
# ??????????????
start_phase2
return
end
# ??????????????
@actor_array_index -= 1
@actor_index = @pre_action_battlers[@actor_array_index].index
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
@active_battler.current_action.clear
# ??????????????????????????
end until @active_battler.inputable?
# ????????????????????
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ? ????????????????????
#--------------------------------------------------------------------------
alias phase3_setup_command_window_ctb phase3_setup_command_window
def phase3_setup_command_window
@actor_command_window.back_opacity = PARA_CTB::WINDOW_OPACITY
phase3_setup_command_window_ctb
if PARA_CTB::WINDOWPOS_CHANGE
# ???????????????????
@actor_command_window.x = PARA_CTB::WINDOWPOS_X
@actor_command_window.y = PARA_CTB::WINDOWPOS_Y
# ??????????????????
@actor_command_window.z = 9999
end
end
#--------------------------------------------------------------------------
# ? ?????? (????????????)
#--------------------------------------------------------------------------
def update_phase3
# ?????????????
if @enemy_arrow != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_enemy_select
# ?????????????
elsif @actor_arrow != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_actor_select
# ??????????????
elsif @skill_window != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_skill_select
# ???????????????
elsif @item_window != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_item_select
# ???????????????????
elsif @actor_command_window.active
@countup = PARA_CTB::COMMAND_WAIT ? false : true
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# ? ?????? (???????????? : ??????)
#--------------------------------------------------------------------------
alias ctb_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
ctb_update_phase3_basic_command
# LR??????????
if Input.trigger?(Input::R)
shift_activer(1)
end
if Input.trigger?(Input::L)
shift_activer(-1)
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def start_phase4
# ???? 4 ???
@phase = 4
battler_count = $game_party.actors.size + $game_troop.enemies.size
if @action_count >= battler_count or $game_temp.battle_turn == 0
# ???????????????
for index in 0...$data_troops[@troop_id].pages.size
# ??????????
page = $data_troops[@troop_id].pages[index]
# ?????????? [???] ???
if page.span == 1
# ???????????
$game_temp.battle_event_flags[index] = false
end
end
# ????????
$game_temp.battle_turn += 1
@action_count = 0
end
# ?????????????
@actor_index = -1
@active_battler = nil
# ?????????????????
@party_command_window.active = false
@party_command_window.visible = false
# ?????????????????
@actor_command_window.active = false
@actor_command_window.visible = false
# ??????????????
$game_temp.battle_main_phase = true
# ???????????
for enemy in $game_troop.enemies
enemy.make_action
end
# ??????
make_action_orders
# ???? 1 ???
@phase4_step = 1
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def make_action_orders
# ?? @action_battlers ????
@action_battlers = []
if @pre_action_battlers != []
for i in 0..@actor_array_index
# ??????? @action_battlers ???
@action_battlers.push(@pre_action_battlers[0])
@pre_action_battlers.shift
end
if @pre_action_battlers.size != 0
loop do
if $game_troop.enemies.include?(@pre_action_battlers[0])
# ??????? @action_battlers ???
@action_battlers.push(@pre_action_battlers[0])
@pre_action_battlers.shift
else
break
end
end
end
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 1 : ???????)
#--------------------------------------------------------------------------
alias ctb_update_phase4_step1 update_phase4_step1
def update_phase4_step1
@countup = true
# ???????????
@help_window.visible = false
# ????
if judge
# ?????????? : ??????
return
end
# ??????????????? (??????)
if @action_battlers.size == 0
# ??????????????
start_phase3
return
end
ctb_update_phase4_step1
end
#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 2 : ???????)
#--------------------------------------------------------------------------
alias ctb_update_phase4_step2 update_phase4_step2
def update_phase4_step2
# ????????????
unless @active_battler.current_action.forcing
# ??? [??????] ???
if @active_battler.restriction == 4
# CT????
clear_ct(@active_battler)
# ??????????????????
$game_temp.forcing_battler = nil
# ???? 1 ???
@phase4_step = 1
return
end
end
# ???????????CT????????
@countup = PARA_CTB::ANIMATION_WAIT ? false : true
ctb_update_phase4_step2
end
#--------------------------------------------------------------------------
# ? ??????? ????
#--------------------------------------------------------------------------
alias make_basic_action_result_ctb make_basic_action_result
def make_basic_action_result
# ????????
if @active_battler.current_action.basic == 3
# CT????
clear_ct(@active_battler)
# ??????????????????
$game_temp.forcing_battler = nil
# ???? 1 ???
@phase4_step = 1
return
end
make_basic_action_result_ctb
end
#--------------------------------------------------------------------------
# ? ???????? ????
#--------------------------------------------------------------------------
def make_skill_action_result
# ??????
@skill = $data_skills[@active_battler.current_action.skill_id]
# ????????????
unless @active_battler.current_action.forcing
# SP ????????????????
unless @active_battler.skill_can_use?(@skill.id)
# ??????????????????
$game_temp.forcing_battler = nil
# CT????
declease_ct(@active_battler,100-PARA_CTB::ACT_SKILL_CT)
# ???? 1 ???
@phase4_step = 1
return
end
end
# SP ??
@active_battler.sp -= @skill.sp_cost
# ?????????????????
@status_window.refresh
# ????????????????
@help_window.set_text(@skill.name, 1)
# ??????? ID ???
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
# ??????? ID ???
@common_event_id = @skill.common_event_id
# ??????????
set_target_battlers(@skill.scope)
# ?????????
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
end
#--------------------------------------------------------------------------
# ? ????????? ????
#--------------------------------------------------------------------------
alias ctb_make_item_action_result make_item_action_result
def make_item_action_result
# ???????
@item = $data_items[@active_battler.current_action.item_id]
# ????????????????????
unless $game_party.item_can_use?(@item.id)
# CT????
declease_ct(@active_battler,100-PARA_CTB::ACT_ITEM_CT)
# ???? 1 ???
@phase4_step = 1
return
end
ctb_make_item_action_result
end
#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 5 : ??????)
#--------------------------------------------------------------------------
alias update_phase4_step5_ctb update_phase4_step5
def update_phase4_step5
# ???????
for target in @target_battlers
if target.damage != nil
target.damage_backup = target.damage
end
end
update_phase4_step5_ctb
end
#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 6 : ??????)
#--------------------------------------------------------------------------
alias update_phase4_step6_ctb update_phase4_step6
def update_phase4_step6
@active_battler.countup = true
if @active_battler.current_action.basic == 1
# ??
declease_ct(@active_battler,100-PARA_CTB::ACT_GUARD_CT)
else
case @active_battler.current_action.kind
# ??
when 0
declease_ct(@active_battler,100-PARA_CTB::ACT_ATTACK_CT)
# ???
when 1
declease_ct(@active_battler,100-PARA_CTB::ACT_SKILL_CT)
# ????
when 2
declease_ct(@active_battler,100-PARA_CTB::ACT_ITEM_CT)
else
clear_ct(@active_battler)
end
end
# ???????????????CT?0?
for target in @target_battlers
if target.movable? == false and target.damage_backup != "Miss"
clear_ct(target)
@status_window.refresh_ct
end
end
# ???????????
@status_window2.refresh
update_phase4_step6_ctb
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
alias ctb_start_phase5 start_phase5
def start_phase5
@countup = false
ctb_start_phase5
end
end
#==============================================================================
# ¦ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(160, 320, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@level_up_flags = [false, false, false, false]
@before_hp = []
@before_sp = []
@before_states = []
@now_hp = []
@now_sp = []
@now_states = []
refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
line_height = 120 / PARA_CTB::PARTY_SIZE
actor_y = i * line_height + 4
# ????????????
@now_hp = actor.hp
@now_sp = actor.sp
@now_states = actor.states
# ??????
if @level_up_flags
self.contents.fill_rect(344, actor_y+14, 100, 8, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
self.contents.draw_text(344, actor_y, 120, 32, "LEVEL UP!")
end
end
# ??????????????
# ?????????????????????
if @before_hp == nil or @before_sp == nil or @before_states == nil or
@before_hp != @now_hp or @before_sp != @now_sp or @before_states != @now_states
self.contents.clear
for i2 in 0...$game_party.actors.size
actor = $game_party.actors[i2]
line_height = 120 / PARA_CTB::PARTY_SIZE
actor_y = i2 * line_height + 4
self.contents.font.size = PARA_CTB::NAME_FONT_SIZE
# ?????
draw_actor_name(actor, 4, actor_y+16-PARA_CTB::NAME_FONT_SIZE)
# HP???
hp_color1 = PARA_CTB::HP_COLOR_LEFT
hp_color2 = PARA_CTB::HP_COLOR_RIGHT
draw_meter(actor.hp, actor.maxhp, 125, actor_y+14, 80, 8, hp_color1, hp_color2)
draw_actor_hp(actor, 102, actor_y+16-PARA_CTB::HPSP_FONT_SIZE, 100)
# SP???
sp_color1 = PARA_CTB::SP_COLOR_LEFT
sp_color2 = PARA_CTB::SP_COLOR_RIGHT
draw_meter(actor.sp, actor.maxsp, 245, actor_y+14, 80, 8, sp_color1, sp_color2)
draw_actor_sp(actor, 222, actor_y+16-PARA_CTB::HPSP_FONT_SIZE, 100)
# ?????????????
@before_hp[i2] = actor.hp
@before_sp[i2] = actor.sp
@before_states[i2] = actor.states
# ??????
if @level_up_flags[i2]
self.contents.fill_rect(344, actor_y, 100, 8, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
self.contents.draw_text(344, actor_y, 120, 32, "LEVEL UP!")
end
end
end
refresh_ct
end
#--------------------------------------------------------------------------
# ? CT??????????
#--------------------------------------------------------------------------
def refresh_ct
for i in 0...$game_party.actors.size
actor = $game_party.actors
line_height = 120 / PARA_CTB::PARTY_SIZE
actor_y = i * line_height + 4
# CT????????????????
ct_color_full = PARA_CTB::COLOR_FULL
# CT?????(??)
ct_color_start = actor.full_ct ? ct_color_full : PARA_CTB::COLOR_LEFT
# CT?????(??)
ct_color_end = actor.full_ct ? ct_color_full : PARA_CTB::COLOR_RIGHT
if @level_up_flags != true and actor.ct_visible
draw_meter(actor.now_ct, actor.max_ct, 344, actor_y+14, 100, 8, ct_color_start, ct_color_end)
elsif @level_up_flags != true
draw_meter(0, actor.max_ct, 344, actor_y+14, 100, 8, ct_color_start, ct_color_end)
end
end
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
super
end
#--------------------------------------------------------------------------
# ? HP ???
# actor : ????
# x : ??? X ??
# y : ??? Y ??
# width : ?????
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144)
# ??? "HP" ???
self.contents.font.color = system_color
self.contents.font.size = 16
self.contents.draw_text(x, y+2, 32, 32, $data_system.words.hp)
self.contents.font.color = normal_color
self.contents.font.size = PARA_CTB::HPSP_FONT_SIZE
if PARA_CTB::MAX_DRAW
# MaxHP ???
self.contents.draw_text(x, y, width, 32, actor.maxhp.to_s, 2)
text_size = self.contents.text_size(actor.maxhp.to_s)
text_x = x + width - text_size.width - 12
self.contents.draw_text(text_x, y, 12, 32, "/", 1)
# HP ???
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
text_x = text_x - text_size.width
self.contents.draw_text(text_x, y, text_size.width, 32, actor.hp.to_s, 2)
else
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(x, y, width, 32, actor.hp.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ? SP ???
# actor : ????
# x : ??? X ??
# y : ??? Y ??
# width : ?????
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
# ??? "SP" ???
self.contents.font.color = system_color
self.contents.font.size = 16
self.contents.draw_text(x, y+2, 32, 32, $data_system.words.sp)
self.contents.font.color = normal_color
self.contents.font.size = PARA_CTB::HPSP_FONT_SIZE
if PARA_CTB::MAX_DRAW
# MaxSP ???
self.contents.draw_text(x, y, width, 32, actor.maxsp.to_s, 2)
text_size = self.contents.text_size(actor.maxsp.to_s)
text_x = x + width - text_size.width - 12
self.contents.draw_text(text_x, y, 12, 32, "/", 1)
# SP ???
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
text_x = text_x - text_size.width
self.contents.draw_text(text_x, y, text_size.width, 32, actor.sp.to_s, 2)
else
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(x, y, width, 32, actor.sp.to_s, 2)
end
end
end
#==============================================================================
# ? ??????????????
#==============================================================================
class Window_BattleStatus_enemy < Window_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 320, 160, 160)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = PARA_CTB::ENEMY_FONT_SIZE
@exist_enemies = []
if $game_troop.enemies != nil
if PARA_CTB::ENEMY_GROUPING
ememy_list = []
ememy_list_index = []
# ??????????
for i in 0...$game_troop.enemies.size
enemy = $game_troop.enemies
if enemy.exist?
if ememy_list.include?(enemy.name)
ememy_list_index[ememy_list.index(enemy.name)] += 1
else
# ????????
ememy_list.push(enemy.name)
ememy_list_index[ememy_list.index(enemy.name)] = 1
end
end
end
# ????????????
enemy_index = 0
for enemy_name in ememy_list
enemy_y = enemy_index * (PARA_CTB::ENEMY_FONT_SIZE+6) + 4
if ememy_list_index[enemy_index] > 1
enemy_name = enemy_name + " " + ememy_list_index[enemy_index].to_s
end
self.contents.draw_text(4, enemy_y, 160, 20, enemy_name)
enemy_index += 1
end
else
# ??????????
enemy_index = 0
for i in 0...$game_troop.enemies.size
enemy = $game_troop.enemies
if enemy.exist?
@exist_enemies.push(enemy)
line_height = PARA_CTB::ENEMY_FONT_SIZE + 6
if PARA_CTB::ENEMY_DRAWING_MATER != 0
line_height += 10
end
enemy_y = enemy_index * line_height + 4
self.contents.draw_text(4, enemy_y, 160, 20, enemy.name)
enemy_index += 1
if PARA_CTB::ENEMY_DRAWING_MATER == 1
hp_color1 = PARA_CTB::HP_COLOR_LEFT
hp_color2 = PARA_CTB::HP_COLOR_RIGHT
y = enemy_y + PARA_CTB::ENEMY_FONT_SIZE + 3
draw_meter(enemy.hp, enemy.maxhp, 4, y, 80, 8, hp_color1, hp_color2)
end
end
end
end
end
refresh_ct
end
#--------------------------------------------------------------------------
# ? CT??????????
#--------------------------------------------------------------------------
def refresh_ct
if PARA_CTB::ENEMY_DRAWING_MATER == 2 and @exist_enemies != nil
enemy_index = 0
for enemy in @exist_enemies
line_height = PARA_CTB::ENEMY_FONT_SIZE + 16
enemy_y = enemy_index * line_height + 4
y = enemy_y + PARA_CTB::ENEMY_FONT_SIZE + 3
# CT????????????????
ct_color_full = PARA_CTB::COLOR_FULL
# CT?????(??)
ct_color_start = enemy.full_ct ? ct_color_full : PARA_CTB::COLOR_LEFT
# CT?????(??)
ct_color_end = enemy.full_ct ? ct_color_full : PARA_CTB::COLOR_RIGHT
if enemy.ct_visible
draw_meter(enemy.now_ct, enemy.max_ct, 4, y, 100, 8, ct_color_start, ct_color_end)
else
draw_meter(0, enemy.max_ct, 4, y, 100, 8, ct_color_start, ct_color_end)
end
enemy_index += 1
end
end
end
end
#==============================================================================
# ¦ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def draw_meter(now, max, x, y, width, height, start_color, end_color=start_color )
self.contents.fill_rect(x, y, width, height, PARA_CTB::FRAME_COLOR)
self.contents.fill_rect(x+PARA_CTB::FRAME_BORDER, y+PARA_CTB::FRAME_BORDER, width-
PARA_CTB::FRAME_BORDER*2, height-PARA_CTB::FRAME_BORDER*2, PARA_CTB::BACK_COLOR)
now = now > max ? max : now
percentage = max != 0 ? (width-2) * now / max.to_f : 0
if start_color == end_color
self.contents.fill_rect(x+1, y+1, percentage, height-2, start_color)
else
for i in 1..percentage
r = start_color.red + (end_color.red - start_color.red) / percentage * i
g = start_color.green + (end_color.green - start_color.green) / percentage * i
b = start_color.blue + (end_color.blue - start_color.blue) / percentage * i
a = start_color.alpha + (end_color.alpha - start_color.alpha) / percentage * i
self.contents.fill_rect(x+i, y+1, 1, height-2, Color.new(r, g, b, a))
end
end
end
end
#==============================================================================
# ¦ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :max_ct
attr_accessor :now_ct
attr_accessor :full_ct
attr_accessor :countup
attr_accessor :ct_visible
attr_accessor :damage_backup
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias ctb_initialize initialize
def initialize
ctb_initialize
@max_ct = 0
@now_ct = 0
@full_ct = false
@countup = true
@ct_visible = true
end
end
#==============================================================================
# ¦ Sprite_Battler
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias ctb_update update
def update
ctb_update
if @battler != nil
if @battler.full_ct and @battler.ct_visible
# CT??????????????????
fullct_color = PARA_CTB::FULL_CT_COLOR
self.tone = fullct_color
else
fullct_color = Tone.new(0,0,0)
self.tone = fullct_color
end
end
end
end
#==============================================================================
# ¦ Window_Help
#==============================================================================
class Window_Help < Window_Base
#--------------------------------------------------------------------------
# ? ??????
# actor : ??????????????
#--------------------------------------------------------------------------
alias set_actor_ctb set_actor
def set_actor(actor)
if PARA_CTB::HELP_DRAWING_MATER_ACTOR
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
hp_color1 = PARA_CTB::HP_COLOR_LEFT
hp_color2 = PARA_CTB::HP_COLOR_RIGHT
draw_meter(actor.hp, actor.maxhp, 316, 18, 112, 8, hp_color1, hp_color2)
draw_actor_hp(actor, 284, 0)
sp_color1 = PARA_CTB::SP_COLOR_LEFT
sp_color2 = PARA_CTB::SP_COLOR_RIGHT
draw_meter(actor.sp, actor.maxsp, 492, 18, 112, 8, sp_color1, sp_color2)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
else
set_actor_ctb(actor)
end
end
#--------------------------------------------------------------------------
# ? ??????
# enemy : ????????????????
#--------------------------------------------------------------------------
alias set_enemy_ctb set_enemy
def set_enemy(enemy)
if PARA_CTB::HELP_DRAWING_MATER_ENEMY
self.contents.clear
draw_actor_name(enemy, 4, 0)
draw_actor_state(enemy, 140, 0)
hp_color1 = PARA_CTB::HP_COLOR_LEFT
hp_color2 = PARA_CTB::HP_COLOR_RIGHT
draw_meter(enemy.hp, enemy.maxhp, 316, 18, 112, 8, hp_color1, hp_color2)
draw_actor_hp(enemy, 284, 0)
sp_color1 = PARA_CTB::SP_COLOR_LEFT
sp_color2 = PARA_CTB::SP_COLOR_RIGHT
draw_meter(enemy.sp, enemy.maxsp, 492, 18, 112, 8, sp_color1, sp_color2)
draw_actor_sp(enemy, 460, 0)
self.visible = true
else
set_enemy_ctb(enemy)
end
end
end
-------------------------------------------------------------------------------------------------------
Just make 2 blank spaces above main Call them what you want
Select script one copy then paste it in script editor in the 1st blank space above main with the name of your choice
then in the 2nd blank space,copy script 2 and paste it in the 2nd blank space above main with the name of your choice
This system uses the actor sprites instead of the pictures they take one step and attack, it uses the old red fade death method though. this one doesn't require you to replace the picture with your player sprite, when you enter battle it does that automatically.