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summon script for battle minkoff

when i test battle ,play summon skill ,the error show:
return if @spriteset.battler(battler).moving
the animated battle has 11poses,stationary_weapons
And this is summon script i use :
#===============================================================================
# Summon
#===============================================================================
# The Sleeping Leonhart
# Version 1.4
# 4-9-2007
#===============================================================================
# With this script you can summon like in Final Fantasy X.
# The summon is an hero created in the database.
# The skill with wich you call the summon is a normal skill created in the database
#===============================================================================
module Evocation
#Sintasx:
#Evocated_Actor = {Skill ID => [Actor Id 1, Actor Id 2 etc...]}
Evocated_Actor = {82 => [3]
}

#Id of the skill to racall the summon
Return_Id = 83

#Name of transtion
Transition = "003-Blind03"

#Sintax:
#BGM = {Skill ID => BGM Name}
BGM = {82 => "Napalm Man"
} #Define the BGM played during the summon turns
#BGM for undeclarated summon
#nil = not change BGM
BGM.default = nil

#Sintax:
#Turn = {Skill ID => Turns}
#0 = Unlimited
Turn = {81 => 0
} #Define how many turns the summon/s is/are in battle
#Turn for undeclarated summon
Turn.default = 0
end

#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display the battler.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < RPG::Sprite
# Aliasing old Method
alias tsl_evocation_sprite_battler_update update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @battler != nil
self.bitmap = RPG::Cache.battler(@battler.battler_name, @battler.battler_hue)
end
# Call old Method
tsl_evocation_sprite_battler_update
end
end

# ==============================================================================
# ** Font for Battle
# ------------------------------------------------------------------------------
# ==============================================================================

module RPG
class Sprite < ::Sprite
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = ".VnExotic"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(0, 255, 0) # Cure Colour
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 32
bitmap.font.color.set(255, 119, 85) # Critical Colour
bitmap.draw_text(0, -8, 160, 32, "?i?n", 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 40
end
end
end

# ==============================================================================
# ** End
# ------------------------------------------------------------------------------
# ==============================================================================

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :evocated
# Aliasing old Method
alias tsl_evocation_game_actor_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
# actor_id : actor ID
#--------------------------------------------------------------------------
def initialize(actor_id)
super()
@evocated = false
# Call old Method
tsl_evocation_game_actor_initialize(actor_id)
end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
# Aliasing old Method
alias tsl_evocation_scene_battle_main main
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@last_party = []
@evocation = false
@evocated_turn = 0
# Call old Method
tsl_evocation_scene_battle_main
end

# Aliasing old Method
alias tsl_evocation_scene_battle_judge judge
#--------------------------------------------------------------------------
# * Determine Battle Win/Loss Results
#--------------------------------------------------------------------------
def judge
if $game_party.all_dead? and @evocation == true
party_return
end
# Call old Method
tsl_evocation_scene_battle_judge
end

# Aliasing old Method
alias tsl_evocation_scene_battle_make_skill_action_result make_skill_action_result
#--------------------------------------------------------------------------
# * Make Skill Action Results
#--------------------------------------------------------------------------
def make_skill_action_result
# Call old Method
tsl_evocation_scene_battle_make_skill_action_result
evocated?
end

#--------------------------------------------------------------------------
# * Determine if Summon or recall Party
#--------------------------------------------------------------------------
def evocated?
if Evocation::Evocated_Actor.include?(@skill.id)
if Evocation::BGM.include?(@skill.id)
if Evocation::BGM != nil
Audio.bgm_play("Audio/BGM/" + Evocation::BGM[@skill.id], 100, 100)
$game_system.bgm_memorize
end
end
if Evocation::Turn.include?(@skill.id)
@summon_turn = Evocation::Turn[@skill.id]
@evocated_turn = $game_temp.battle_turn
end
evocate_actor(Evocation::Evocated_Actor[@skill.id])
end
if @skill.id == Evocation::Return_Id
party_return
end
end
#--------------------------------------------------------------------------
# * Call the summon
#--------------------------------------------------------------------------
def evocate_actor(actors)
for i in 0..$game_party.actors.size - 1
@last_party = $game_party.actors.id
end
@escape = $game_temp.battle_can_escape
$game_temp.battle_can_escape = false
$game_party.actors.clear
Graphics.freeze
$game_temp.transition_processing = true
$game_temp.transition_name = Evocation::Transition
for i in 0..actors.size - 1
$game_party.add_actor(actors)
end
for i in 0..$game_party.actors.size - 1
$game_party.actors.evocated = true
end
@evocation = true
@status_window.refresh
@skill = nil
end
#--------------------------------------------------------------------------
# * Recall old Party
#--------------------------------------------------------------------------
def party_return
$game_system.bgm_play($game_system.bgm_memorize)
$game_party.actors.clear
Graphics.freeze
$game_temp.transition_processing = true
$game_temp.transition_name = Evocation::Transition
$game_temp.battle_can_escape = @escape
for i in 0..@last_party.size - 1
$game_party.add_actor(@last_party)
end
@status_window.refresh
@summon_turn = 0
@evocation = false
end

# Aliasing old Method
alias tsl_evocation_scene_battle_update_phase4_step6 update_phase4_step6
#--------------------------------------------------------------------------
# * Frame Update (main phase step 6 : refresh)
#--------------------------------------------------------------------------
def update_phase4_step6
if @summon_turn != 0
if ($game_temp.battle_turn - @evocated_turn) == @summon_turn and @evocation
party_return
end
end
# Call old Method
tsl_evocation_scene_battle_update_phase4_step6
end

# Aliasing old Method
alias tsl_evocation_scene_battle_start_phase5 start_phase5
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
def start_phase5
if @evocation
party_return
end
exp = 0
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
end
end
for i in 1...$data_actors.size
actor = $game_actors
if actor.cant_get_exp? == false
if actor.evocated == true
last_level = actor.level
actor.exp += exp
actor.evocated = false
end
end
end
# Call old Method
tsl_evocation_scene_battle_start_phase5
end
end
#===============================================================================
# SummonStatus & Development
#===============================================================================
# The Sleeping Leonhart
# Version 1.2
# 5-9-2007
#===============================================================================
# Status Window for the summon script.
#===============================================================================

#id of item usable with summon
$summon_item_id = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22]

module Summon_Development
#Syntax:
#Attribute_Item = {Item Id => Attribute Advancement}
Hp_Item = {1=>500}
Sp_Item = {1=>40}
Atk_Item = {2=>5}
Str_Item = {2=>5}
PDef_Item = {}
MDef_Item = {}
Agi_Item = {}
Int_Item = {}
Dex_Item = {}
Eva_Item = {2=>1}
end

class Window_SummonStatus < Window_Base
def initialize(actor)
super(160, 64, 480, 416)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = $game_actors[actor]
refresh
end
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 0, 192, 0)
draw_actor_parameter(@actor, 0, 224, 1)
draw_actor_parameter(@actor, 0, 256, 2)
draw_actor_parameter(@actor, 0, 288, 3)
draw_actor_parameter(@actor, 256, 192, 4)
draw_actor_parameter(@actor, 256, 224, 5)
draw_actor_parameter(@actor, 256, 256, 6)
self.contents.font.color = system_color
self.contents.draw_text(256, 288, 120, 32, "Evasion")
self.contents.font.color = normal_color
self.contents.draw_text(256 + 120, 288, 36, 32, @actor.eva.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(256, 48, 80, 32, "Exp")
self.contents.draw_text(256, 80, 80, 32, "Next")
self.contents.font.color = normal_color
self.contents.draw_text(256 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(256 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
end
end

class Window_SummonCommand < Window_Selectable
def initialize
super(0, 64, 160, 416)
self.contents = Bitmap.new(width - 32, @item_max * 32)
@learned = []
@command = []
$summon_party = []
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 1..$data_actors.size - 1
for j in 0..$data_skills.size - 1
actor = $game_actors
if actor.skill_learn?(j.id) and Evocation::Evocated_Actor.include?(j.id)
@learned.push(j.id)
end
end
end
if @learned != nil
for i in 0..@learned.size - 1
for j in 0..Evocation::Evocated_Actor[@learned].size - 1
@command.push(Evocation::Evocated_Actor[@learned][j])
end
end
end
@item_max = @command.size
self.contents = Bitmap.new(width - 32, @item_max * 32)
for i in 0..@command.size - 1
$summon_party = @command
draw_item(i)
end
end
def actor
return @command[self.index]
end
def draw_item(index)
x = 4
y = index * 32
self.contents.draw_text(x, y, 160, 32, $data_actors[@command[index]].name)
end
def update_cursor_rect
if self.index == -1
self.cursor_rect.set(0, 0, 128, @item_max * 32)
else
self.cursor_rect.set(0, @index * 32, 128, 32)
end
end
end

class Window_SummonChoice < Window_Selectable
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = ["Item","Abilities","Attribute"]
@item_max = 3
@column_max = 3
draw_item(0, normal_color)
draw_item(1, disabled_color)
draw_item(2, normal_color)
self.active = false
self.index = 0
end

def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(index * 160 + 4, 0, 128 - 10, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end

def update_cursor_rect
self.cursor_rect.set(index * 160, 0, 128, 32)
end
end

class Window_Summon_Item < Window_Selectable
def initialize
super(160, 64, 480, 416)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 272
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
for j in 0...$summon_item_id.size
if i == $summon_item_id[j]
@data.push($data_items )
end
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.size = 20
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
end
self.contents.font.color = normal_color
x = 4 + index % 1 * (240 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 204, y, 16, 32, ":", 1)
self.contents.draw_text(x + 220, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end

class Scene_SummonStatus
def main
@command_window = Window_SummonCommand.new
@target_window = Window_SummonCommand.new
@target_window.visible = false
@target_window.active = false
@index = @command_window.actor
@info_window = Window_SummonStatus.new(@index)
@help_window = Window_Help.new
@item_window = Window_Summon_Item.new
@choice = Window_SummonChoice.new
@choice.active = false
@item_window.active = false
@item_window.visible = false
@item_window.help_window = @help_window
@help_window.visible = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@target_window.dispose
@info_window.dispose
@choice.dispose
@item_window.dispose
@help_window.dispose
end
def update
@command_window.update
@target_window.update
@info_window.update
@choice.update
@item_window.update
@help_window.update
if @command_window.active
update_command
return
end
if @choice.active
update_choice
return
end
if @item_window.active
update_item
return
end
if @target_window.active
update_target
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(4)
return
end
if Input.trigger?(Input::DOWN)
@info_window.dispose
@index = @command_window.actor
@info_window = Window_SummonStatus.new(@index)
end
if Input.trigger?(Input::UP)
@info_window.dispose
@index = @command_window.actor
@info_window = Window_SummonStatus.new(@index)
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@choice.active = true
@command_window.active = false
return
end
end
def update_choice
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@choice.active = false
@command_window.active = true
return
end
if Input.trigger?(Input::C)
case @choice.index
when 0
$game_system.se_play($data_system.decision_se)
@item_window.active = true
@item_window.visible = true
@help_window.visible = true
@choice.active = false
@choice.visible = false
@info_window.visible = false
when 1
$game_system.se_play($data_system.buzzer_se)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_SummonAttribute.new(@command_window.actor)
return
end
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@choice.active = true
@item_window.active = false
@item_window.visible = false
@help_window.visible = false
@choice.visible = true
@info_window.visible = true
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active = false
@item_window.visible = false
@target_window.active = true
@target_window.visible = true
@command_window.visible = false
@info_window.dispose
@index = @target_window.actor
@info_window = Window_SummonStatus.new(@index)
@info_window.visible = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@item_window.refresh
end
@item_window.active = true
@item_window.visible = true
@command_window.visible = true
@target_window.active = false
@target_window.visible = false
@info_window.visible = false
return
end
unless @target_window.index == -1
if Input.trigger?(Input::DOWN)
@info_window.dispose
@index = @target_window.actor
@info_window = Window_SummonStatus.new(@index)
end
if Input.trigger?(Input::UP)
@info_window.dispose
@index = @target_window.actor
@info_window = Window_SummonStatus.new(@index)
end
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $summon_party
used |= $game_actors.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_actors[@target_window.actor]
used = target.item_effect(@item)
end
@info_window.refresh
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
class Window_SummonAttribute < Window_Selectable
def initialize
super(0, 0, 640, 288)
@column_max = 1
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if Summon_Development::Hp_Item.include?(i) or Summon_Development::Sp_Item.include?(i) or
Summon_Development::Atk_Item.include?(i) or Summon_Development::Str_Item.include?(i) or
Summon_Development::PDef_Item.include?(i) or Summon_Development::MDef_Item.include?(i) or
Summon_Development::Agi_Item.include?(i) or Summon_Development::Int_Item.include?(i) or
Summon_Development::Dex_Item.include?(i) or Summon_Development::Eva_Item.include?(i)
@data.push($data_items)
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
number = $game_party.item_number(item.id)
self.contents.font.color = normal_color
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
text = " ["
if Summon_Development::Hp_Item.include?(item.id)
text.concat(" HP + #{Summon_Development::Hp_Item[item.id]}")
end
if Summon_Development::Sp_Item.include?(item.id)
text.concat(" SP + #{Summon_Development::Sp_Item[item.id]}")
end
if Summon_Development::Atk_Item.include?(item.id)
text.concat(" Attack + #{Summon_Development::Atk_Item[item.id]}")
end
if Summon_Development::Str_Item.include?(item.id)
text.concat(" Strenght + #{Summon_Development::Str_Item[item.id]}")
end
if Summon_Development::PDef_Item.include?(item.id)
text.concat(" P. Def. + #{Summon_Development::PDef_Item[item.id]}")
end
if Summon_Development::MDef_Item.include?(item.id)
text.concat(" M. Def + #{Summon_Development::MDef_Item[item.id]}")
end
if Summon_Development::Agi_Item.include?(item.id)
text.concat(" Agility + #{Summon_Development::Agi_Item[item.id]}")
end
if Summon_Development::Int_Item.include?(item.id)
text.concat(" Intelligence + #{Summon_Development::Int_Item[item.id]}")
end
if Summon_Development::Dex_Item.include?(item.id)
text.concat(" Dexterity + #{Summon_Development::Dex_Item[item.id]}")
end
if Summon_Development::Eva_Item.include?(item.id)
text.concat(" Evasion + #{Summon_Development::Eva_Item[item.id]}")
end
text.concat("]")
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 480-32, 32, item.name)
self.contents.font.color = system_color
self.contents.draw_text(x + 28 + self.contents.text_size(item.name).width, y, 480-32,32 , text)
self.contents.font.color = normal_color
self.contents.draw_text(x + 28 + self.contents.text_size(item.name).width + self.contents.text_size(text).width, y, 480-32,32 ," x " + number.to_s)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Window_SummonAttributeStatus < Window_Base
def initialize(actor)
super(0, 288, 640, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = $game_actors[actor]
refresh
end
def refresh
self.contents.clear
draw_actor_hp(@actor, 0, 0, 172)
draw_actor_sp(@actor, 256, 0, 172)
draw_actor_parameter(@actor, 0, 32, 0)
draw_actor_parameter(@actor, 0, 64, 1)
draw_actor_parameter(@actor, 0, 96, 2)
draw_actor_parameter(@actor, 0, 128, 3)
draw_actor_parameter(@actor, 256, 32, 4)
draw_actor_parameter(@actor, 256, 64, 5)
draw_actor_parameter(@actor, 256, 96, 6)
self.contents.font.color = system_color
self.contents.draw_text(256, 128, 120, 32, "Evasion")
self.contents.font.color = normal_color
self.contents.draw_text(256 + 120, 128, 36, 32, @actor.eva.to_s, 2)
end
end
class Game_Battler
attr_accessor :atks
attr_accessor :pdefs
attr_accessor :mdefs
attr_accessor :evas
alias tsl_summondevelop_game_battler_initialize initialize
def initialize
@atks = 0
@pdefs = 0
@mdefs = 0
@evas = 0
tsl_summondevelop_game_battler_initialize
end
alias tsl_summondevelop_game_battler_atk atk
def atk
value = tsl_summondevelop_game_battler_atk
value += @atks
return value
end
alias tsl_summondevelop_game_battler_pdef pdef
def pdef
value = tsl_summondevelop_game_battler_pdef
value += @pdefs
return value
end
alias tsl_summondevelop_game_battler_mdef mdef
def mdef
value = tsl_summondevelop_game_battler_mdef
value += @mdefs
return value
end
alias tsl_summondevelop_game_battler_eva eva
def eva
value = tsl_summondevelop_game_battler_eva
value += @evas
return value
end
end

class Scene_SummonAttribute
def initialize(actor_index)
@actor_index = actor_index
end
def main
@actor = $game_actors[@actor_index]
@item_window = Window_SummonAttribute.new
@info_window = Window_SummonAttributeStatus.new(@actor_index)
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@item_window.dispose
@info_window.dispose
end
def update
@item_window.update
@info_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_SummonStatus.new
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
$game_party.lose_item(@item.id, 1)
if Summon_Development::Hp_Item.include?(@item.id)
@actor.maxhp += Summon_Development::Hp_Item[@item.id]
end
if Summon_Development::Sp_Item.include?(@item.id)
@actor.maxsp += Summon_Development::Sp_Item[@item.id]
end
if Summon_Development::Atk_Item.include?(@item.id)
@actor.atks += Summon_Development::Atk_Item[@item.id]
end
if Summon_Development::Str_Item.include?(@item.id)
@actor.str +=Summon_Development::Str_Item[@item.id]
end
if Summon_Development::PDef_Item.include?(@item.id)
@actor.pdefs += Summon_Development::PDef_Item[@item.id]
end
if Summon_Development::MDef_Item.include?(@item.id)
@actor.mdefs += Summon_Development::MDef_Item[@item.id]
end
if Summon_Development::Agi_Item.include?(@item.id)
@actor.agi += Summon_Development::Agi_Item[@item.id]
end
if Summon_Development::Int_Item.include?(@item.id)
@actor.int += Summon_Development::Int_Item[@item.id]
end
if Summon_Development::Dex_Item.include?(@item.id)
@actor.dex += Summon_Development::Dex_Item[@item.id]
end
if Summon_Development::Eva_Item.include?(@item.id)
@actor.evas += Summon_Development::Eva_Item[@item.id]
end
$game_system.se_play($data_system.decision_se)
@item_window.refresh
@info_window.refresh
return
end
end
end
 
The topic for AnimBat10 is typically in the 1st page of Submitted Scripts over here and if not... the FORUM SCRIPT LISTINGS is an index/catalog for nearly every script over here.

Or you can check my signature.

You got a number of demos at your disposal in the topic, but I must warn you... Version 10 is not for the feint-of-heart... not a beginner's system. And there's a .pdf file for every feature in the system.
 
I followed what you did DerVVulfman but once the summoned creature appears it automatically cast escape and the battle ends. Also, when the summoned creature dies the caster automatically cast another of the same summon. What did I do wrong? I used your RTAB version and the RTAB version of the summon.

I really love this script!! Thanx The Sleeping Leonhart for this wonderful script.
 
EDIT:I used your MinkOff's Full-Active RTAB and when 2 actors have their ATB gauge filled and one of your character used a summon skill, the second actor still has his command window up. When the ATB gauge of the summoned creature is filled up the battle ends.

I think it is because of overlapping command window, not sure. HOw to fix this?
 

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