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[XP] FMBS XRXS Fully Working + Custom Enhancement

revee

Member

hmm...
the faces change when use skill, takes damage, attack, and still enable the HUD in victory
so it still do animation when winning...
and, see youtube search "tales of abyss"
you'll see one, or
change the HUD
become the battler sprites...
see one, in youtube search " tales of eternia"
thx
 
revee":1cdtc83o said:
hmm...
the faces change when use skill, takes damage, attack, and still enable the HUD in victory
so it still do animation when winning...
and, see youtube search "tales of abyss"
you'll see one, or
change the HUD
become the battler sprites...
see one, in youtube search " tales of eternia"
thx
no, i can't open youtube in my web browser. could you please post battle report ToF like screenies?
 

revee

Member

see the video that i uploaded,
just see it...
the real battle of LMBS
and just look the video...
see the victory sreen...
cool isn't it?
 
This is just awesome, cuz many people said it wasn't possible. altough (might be me not paid attention to the battle buttons) but seig was moving kinda slow almost just walking. but everything else...AWESOME!
 
desperato":1wov4vhe said:
This is just awesome, cuz many people said it wasn't possible. altough (might be me not paid attention to the battle buttons) but seig was moving kinda slow almost just walking. but everything else...AWESOME!
you can change sieg speed in configuration battler script section

here's id update this custom enhancement

Code:
=begin
  FMBS CUSTOM Battle Enhancement ver 1.0                    By B@!LWORLD A.K.A Iqbal_0k
  Request by 
              - revee in rmxp.org
  
  credit and thanks : XRXS for this great battle system
  
  FEATURE (June 10 2008) : - Change meteor boulder to escape ... completed
                             You can escape by running to the left side
                           - delete escape command in battle menu ... completed                           
                           - Show enemy name pop up when battle is starting
                             then vanish (no i didn't make a window it will
                             reduce your fps trust me) ... completed
                           - Replace Escape timer with escape probability ... completed
                             (i think it's too easy when you face higher level of enemy
                             then you decide to escape so easyly)                           
                           - Customizeable
                           
  FEATURE 1.0(June 11 2008)- Show enemy location when battle is starting
                             (make camera move to enemy after press a key go to
                             hero you controlled) ... completed
                           - Change distance position of enemy and hero ... Completed
                           - Improved custom escape ... Completed
                           - Paused Battler before battle begin ... completed
                           - Fixed Self.Bitmap bugs
                           
  FEATURE 1.1(June 13 2008)- Cleaning code
                           - Making all feature customizeable
                           - Enable/Disable Animated Faces              
                           
                           
NOTE : 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- FROM NOW on I wont take any request anymore, if you want to request script go to script request
  section (I had a girl friend, school work and project to finish, so i dont have much time for that)
- i might take your request if i'm interested on your idea
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                           
HOW TO USE : - put this script below other default fmbs and above fix script
             - For besr result disable fmbs action message by deleting them or
               switch $fmbs_bm to false (it will reduce some lag)
               
               
      how to use animated face feature?
        - make faces in faces2\ directory
          
        add following word in your faces filenames (ACTOR ONLY)
        
        - " Hurt" (without quotes)
        - " Attack" (without quotes)
        - " Dead" (without quotes)
        - " Skill" (without quotes)
        - " Guard" (without quotes)
=end
#==============================================================================
#                             CONFIGURATION
#==============================================================================
module SETUP_ENHANCEMENT
  Use_custom_escape = true
  Show_name_pop_up = false
  Camera_Zooming = 1.30 # Use any Desired Value you want (default = 1.00)
  Cant_Escape_word = "Can\'t Escape"
  Success_Escape = "Run Run Run"
  Enable_Animated_Faces = false
end
# END CONFIGURATION


if SETUP_ENHANCEMENT::Enable_Animated_Faces == true
#==============================================================================
# ¦ Window Base
#==============================================================================
  class Window_Base < Window  
    def draw_actor_face2(actor, x, y)
        $motions = "" if $motions == nil
        face = RPG::Cache.character("Faces2/" + actor.character_name + $motions, actor.character_hue)
        fw = face.width
        fh = face.height 
        src_rect = Rect.new(0, 0, fw, fh)
        self.contents.blt(x - fw / 23, y - fh, face, src_rect)      
    end
  end
end

#==============================================================================
# ¦ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
  alias enhancement_initialize initialize
  def initialize(troop_id, member_index)
    enhancement_initialize(troop_id, member_index)
    @actor_in_battlefield = false
    @x_pos          =   $data_troops[troop_id].members[member_index].x - 90
    @y_pos          = -($data_troops[troop_id].members[member_index].y - 304)
    @z_pos          =    0
    @field_x_offset = -192
    @field_y_offset = -144
    @zoom           = SETUP_ENHANCEMENT::Camera_Zooming
    xrxs_bp8_initialize(troop_id, member_index)
  end
end

#==============================================================================
# ¦ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  def set_position
    case self.index
    when 0 # Hero 1 from database
      self.x_pos  = -200
      self.y_pos  =    0
      self.z_pos  =    0
    when 1 # Hero 2 from database
      self.x_pos  = -296
      self.y_pos  =    0
      self.z_pos  =    0
    when 2 # Hero 3 from database
      self.x_pos  = -232
      self.y_pos  =    0
      self.z_pos  =    0
    when 3 # Hero 4 from database
      self.x_pos  = -168
      self.y_pos  =    0
      self.z_pos  =    0
    end    
  end
end
#==============================================================================
# ? Window_ActiveMenu
#==============================================================================
class Window_ActiveMenu < Window_Selectable
  alias delete_escape_index initialize
  def initialize    
    delete_escape_index
    #MAXIMUM OF MENU COMMAND
    if SETUP_ENHANCEMENT::Use_custom_escape == true
      @item_max = 3
      @column_max = 3
    end
  end
  
  #Remove escape icons
  alias escape_refresh_enhance refresh
  def refresh
    if SETUP_ENHANCEMENT::Use_custom_escape == true
      @window_screenback.visible = true
      self.contents.clear
      # this one for item icons
      bitmap = RPG::Cache.icon("021-Potion01")
      self.contents.blt(  0, 4, bitmap, Rect.new(0, 0, 24, 24))
      # for skill icons
      bitmap = RPG::Cache.icon("044-Skill01")
      self.contents.blt( 32, 4, bitmap, Rect.new(0, 0, 24, 24))
      #for equip icons
      bitmap = RPG::Cache.icon("001-Weapon01")
      self.contents.blt( 64, 4, bitmap, Rect.new(0, 0, 24, 24))
    else
      escape_refresh_enhance      
    end
  end
end

class Scene_Battle
  alias iqbal_custom_start_phase1 start_phase1  
  def start_phase1
    iqbal_custom_start_phase1
    for battler in $game_party.actors + $game_troop.enemies
      battler.motion.knock_back_duration = 100
    end
      @duration = 0
      if @duration < 50
        for enemy in $game_troop.enemies  
          @xcam_watch_battler = enemy if @duration  <= 40
          if SETUP_ENHANCEMENT::Show_name_pop_up == true
            enemy.damage = enemy.name
            enemy.damage_pop = true
          end          
          @duration + 10
        end
      end
  end
  
  alias custom_fmbs_camera update_handling
  def update_handling
    custom_fmbs_camera
    if SETUP_ENHANCEMENT::Enable_Animated_Faces == true
      if @handle_battler.motion.guarding?
        $motions = " Guard"
        @status_window_needed_to_refresh = true
      elsif Input.trigger?(KEY_ATTACK)
        $motions = " Attack"
        @status_window_needed_to_refresh = true
      elsif Input.trigger?(KEY_SKILL)
        $motions = " Skill"
        @status_window_needed_to_refresh = true
      elsif @handle_battler.motion.downing == true
        $motions = " Hurt"
        @status_window_needed_to_refresh = true
      elsif @handle_battler.dead?
        $motions = " Dead"
        @status_window_needed_to_refresh = true
      else
        $motions = ""
      end
    end    
    
    if @xcam_watch_battler != @handle_battler
      if Input.trigger?(Input::DOWN)
        @xcam_watch_battler = @handle_battler
      elsif Input.press?(Input::RIGHT)
        @xcam_watch_battler = @handle_battler
      elsif Input.press?(Input::LEFT)
        @xcam_watch_battler = @handle_battler
      elsif Input.trigger?(KEY_ATTACK)
        @xcam_watch_battler = @handle_battler
      elsif Input.trigger?(KEY_SKILL)
        @xcam_watch_battler = @handle_battler
      elsif Input.trigger?(KEY_JUMP) or Input.trigger?(Input::UP)
        @xcam_watch_battler = @handle_battler
      elsif Input.press?(KEY_GUARD) and !@handle_battler.motion.blowning
        @xcam_watch_battler = @handle_battler
      end
    end
  end
  
  alias remove_select_escape_enhance update_phase3_activemenu
  def update_phase3_activemenu
    if SETUP_ENHANCEMENT::Use_custom_escape == true
      @window_activemenu.visible = true
      @window_activemenu.update
      if Input.trigger?(Input::B)
        # play cancel se
        $game_system.se_play($data_system.cancel_se)
        @xcam_z_destination = 185
        @window_activemenu.active = false
        @window_activemenu.visible = false
        @phase = 1
      end
      if Input.trigger?(Input::C)
        case @window_activemenu.index
          when 0 # ITEM WINDOWS
            # Play OK SE
            $game_system.se_play($data_system.decision_se)
            @window_activemenu.visible = false
            @window_activemenu.active  = false
            @active_battler = @handle_battler
            @actor_index = 0
            start_item_select
            @item_window.z = 303
          when 1 # SKILL WINDOWS
            # PLAY OK SE
            $game_system.se_play($data_system.decision_se)
            @window_activemenu.visible = false
            call_menu_skill(0)
          when 2  # EQUIP WINDOWS
            # PLAY OK SE
            $game_system.se_play($data_system.decision_se)
            @window_activemenu.visible = false
            call_menu_equip(0)        
          end
      end
    else
      remove_select_escape_enhance
    end
  end
  
  def update_coordinates
    battlers_x_min =  111#512
    battlers_x_max = -111#-512
    battlers_y_min =  111#1024
    battlers_y_max = -111#-512
    for battler in $game_party.actors + $game_troop.enemies + @battle_bullets
      next if battler.nil?
      next if battler.motion.downing
      # ??
      if battler.dead? or
        (battler.is_a?(Game_BattleBullet) and !battler.is_a?(Game_ShootingTarget))
      else
        battlers_x_min = [battler.x_pos - battler.body_rect.x, battlers_x_min].min
        battlers_x_max = [battler.x_pos - battler.body_rect.x + battler.body_rect.width, battlers_x_max].max
        battlers_y_min = [battler.y_pos, battlers_y_min].min
        battlers_y_max = [battler.y_pos - battler.body_rect.y, battlers_y_max].max
      end
      next if battler.motion.hit_stop_duration > 0
            
      if battler.is_a?(Game_BattleBullet)
        battler_rect    = Rect.new(0,0,1,1)
      else
        battler_rect    = battler.body_rect.dup
        battler_rect.x += battler.x_pos
        battler_rect.y -= battler.y_pos
      end
      
      if battler.motion.now_jumps == 0
        if battler.now_x_speed > 0
          battler.now_x_speed = [battler.now_x_speed - battler.frict_x_break, 0].max
        elsif battler.now_x_speed < 0
          battler.now_x_speed = [battler.now_x_speed + battler.frict_x_break, 0].min
        end
      elsif battler.motion.now_jumps > 0 and battler.motion.controllable?
        if battler.now_x_speed > 0
          battler.now_x_speed = [battler.now_x_speed - battler.air_x_resistance, 0].max
        elsif battler.now_x_speed < 0
          battler.now_x_speed = [battler.now_x_speed + battler.air_x_resistance, 0].min
        end
      end
      variation = battler.relative_x_destination + battler.now_x_speed.floor

      side = XRXS_BS1::BF_SIDE + (BURST_SMASH_ENABLE ? 256 : 0)
      max = side
      min = @phase == 6 ? -640 : -1 * side
      for block in @field_blocks
        if rects_over_y?(battler_rect, block)
          x = block.x + block.width + battler_rect.width/2
          if x <= battler.x_pos+1 and x > min
            min = x
          end
          x = block.x - battler_rect.width/2
          if battler.x_pos-1 <= x and x < max
            max = x
          end
        end
      end
      
      battler.x_pos += variation
      if battler.x_pos < min
        battler.x_pos = min
        if battler.motion.blowning
          battler.now_x_speed *= -1/2
          do_crashing_shake
        end
      elsif battler.x_pos > max
        battler.x_pos = max
        if battler.motion.blowning
          battler.now_x_speed *= -1/2
          do_crashing_shake
        end
      end
      max = XRXS_BS1::BF_TOP + (METEOR_SMASH_ENABLE ? 256 : 0)
      min = XRXS_BS1::BF_BOTTOM
      for block in @field_blocks
        if rects_over_x?(battler_rect, block)
          if battler.y_pos >= -block.y and -block.y > min
            min = -block.y
          end
          y = -(block.y + block.height)
          if battler.y_pos < y and y < max
            max = y
          end
        end
      end
      if battler.motion.boardthrough_duration <= 0
        for board in @field_boards
          if rects_over_x?(battler_rect, board)
            if battler.previous_y_pos >= -board.y and -board.y > min
              min = -board.y
            end
          end
        end
      end
      max -= battler_rect.height
      if battler.y_pos != min
        if battler.motion.now_jumps == 0
          battler.motion.now_jumps = 1
        end
        if battler.now_y_speed >= -battler.air_y_maximum
          battler.now_y_speed = [battler.now_y_speed - battler.air_y_velocity, -battler.air_y_maximum].max
          if battler.now_y_speed <= 0 and
             battler.motion.handling_priority == 0 and
             !battler.dead? and !battler.motion.blowning and 
             battler.now_form_id/10 != 5
            battler.motion.do_jumping_fall
          end
        end
      end
      variation = battler.relative_y_destination + battler.now_y_speed.floor
      battler.y_pos = [[battler.y_pos + variation, min].max, max].min
      battler.y_min = min
      if battler.y_pos == min
        battler.now_y_speed = 0
      end      
      next if battler.is_a?(Game_BattleBullet)
      
      if battler.y_pos == min and battler.motion.now_jumps > 0
        if battler.motion.downing
          battler.now_x_speed = 0
          battler.now_y_speed = 9
          battler.motion.now_jumps   = 0
          battler.motion.downing  = true
          battler.motion.blowning = false
          elsif battler.motion.blowning
          battler.now_y_speed = 9
          battler.motion.do_down
        else
          battler.now_x_speed = 0
          battler.now_y_speed = 0
          battler.motion.now_jumps = 0
          battler.motion.do_landing_step if !battler.dead?
        end
      elsif battler.y_pos == max and 
            battler.now_y_speed > battler.now_x_speed.abs
        if battler.motion.blowning
          battler.now_y_speed *= -1/2
          do_crashing_shake
        else
          battler.now_y_speed = 0
        end
      end

      battler.previous_x_pos = battler.x_pos
      battler.previous_y_pos = battler.y_pos
      
      next if @phase == 5 or @phase == 6
       
       if  BURST_SMASH_ENABLE and battler.x_pos <= XRXS_BS1::BF_SIDE * -1
         if SETUP_ENHANCEMENT::Use_custom_escape == true
            # MAKE ESCAPE
          @Probability = rand(100)          
          if $game_temp.battle_can_escape == true
            if @Probability >= 69
              for battler in $game_party.actors
                if battler != @handle_battler
                  battler.damage = SETUP_ENHANCEMENT::Success_Escape
                  battler.damage_pop = true
                end
              end              
              for bullet in @battle_bullets.dup
                bullet = nil
              end        
                   @battle_bullets.clear
                   @spriteset.battle_bullet_update(@battle_bullets)
              
                   @spriteset.stop_update_animation
                   @phase = 6
                   @xcam_x_destination = $xcam_x
                   @xcam_y_destination = $xcam_y
                   @xcam_z_destination = $xcam_z
                   @xcam_watch_battler = nil
                  for battler in $game_party.actors + $game_troop.enemies
                      battler.motion.do_straighten if battler.motion.directable?
                      battler.motion.knock_back_duration = 40
                  end
                    
                  @handle_battler.motion.do_escape
                   # Play escape SE
                  $game_system.se_play($data_system.escape_se)
                  @windows.visible = false if $fmbs_bm == true
                  @phase6_wait_count = 80
                  return
            else#probability
                  battler.motion.do_straighten if battler.motion.directable?                  
                  battler.motion.do_backstep
                  for battler in $game_party.actors
                    if battler != @handle_battler
                      battler.damage = SETUP_ENHANCEMENT::Cant_Escape_word
                      battler.damage_pop = true
                    end
                  end
            end
          else #can escape?
            battler.motion.do_straighten if battler.motion.directable?
            battler.motion.do_backstep
              for battler in $game_party.actors
                if battler != @handle_battler
                  battler.damage = SETUP_ENHANCEMENT::Cant_Escape_word
                  battler.damage_pop = true
                end
              end
          end
        else #not use custom escape
            battler.motion.do_straighten if battler.motion.directable?
            battler.motion.do_backstep
        end
       elsif  BURST_SMASH_ENABLE and battler.x_pos >= XRXS_BS1::BF_SIDE   
           battler.motion.do_straighten if battler.motion.directable?
           battler.motion.knock_back_duration = 5
           battler.motion.do_backstep
       elsif METEOR_SMASH_ENABLE and battler.y_pos >= XRXS_BS1::BF_TOP
          battler.motion.do_straighten if battler.motion.directable?
          battler.motion.knock_back_duration = 5
          battler.motion.do_crouch_to_jump
       elsif METEOR_SMASH_ENABLE and battler.y_pos <= XRXS_BS1::BF_BOTTOM
         #MAKE METEOR SMASH and hurt battler
          battler.hp -= battler.maxhp * METEOR_SMASH_DAMAGE / 100
          battler.motion.do_meteor
          battler.dp = 0
       end
        
      if battler.is_a?(Game_Actor)
        allies = $game_party.actors
      else
        allies = $game_troop.enemies
      end
      
      for target in allies
        break if battler.motion.now_jumps > 0
        next  if target.motion.now_jumps > 0
        next if target == battler
        if battler.motion.handling_priority == 0 and
           target.motion.handling_priority == 0 and
           !battler.motion.dashing and 
           !target.motion.dashing
          next
        end
        target_rect     = target.body_rect.dup
        target_rect.x  += target.x_pos
        target_rect.y  -= target.y_pos
        if rects_over?(battler_rect.dup, target_rect.dup)
        if battler.z_pos <= target.z_pos
              battler.z_pos = [battler.z_pos - 4,-8].max
            target.z_pos  = [target.z_pos + 4,  8].min
          else
            battler.z_pos = [battler.z_pos + 4, 8].min
            target.z_pos  = [target.z_pos - 4, -8].max #4
          end
        end
      end
      if battler.z_pos != 0
        battler.z_pos /= 10
      end
      next if battler.dead?
      battler_rect    = battler.body_rect.dup
      battler_rect.x += battler.x_pos
      battler_rect.y -= battler.y_pos
      
     ; for target in $game_party.actors + $game_troop.enemies
        break if battler.motion.now_jumps > 0
        next if target.motion.now_jumps > 0
        next if target == battler
        next if target.dead?
        next if (battler.z_pos - target.z_pos).abs >= 8
        next if target.motion.handling_priority > 0 or target.motion.unfrictbreak_duration > 0
        target_rect     = target.body_rect.dup
        target_rect.x  += target.x_pos
        target_rect.y  -= target.y_pos
        if rects_over?(battler_rect.dup, target_rect.dup)
          if battler.x_pos < target.x_pos
            battler.x_pos -= 2
            target.x_pos  += 2
          else
            battler.x_pos += 2
            target.x_pos  -= 2
          end
        end
     end        
      side = XRXS_BS1::BF_SIDE + (BURST_SMASH_ENABLE ? 256 : 0)
      x_min = -1 * side - battler.body_rect.x
      x_max =      side - battler.body_rect.x - battler.body_rect.width
      battler.x_pos = [[battler.x_pos, x_min].max, x_max].min
    end
    return if @phase == 5 or @phase == 6
    @xcam_x_destination = (battlers_x_max + battlers_x_min)/2
    @xcam_y_destination = (battlers_y_max/2 + battlers_y_min)/2
    max_distance = [(battlers_x_min - battlers_x_max).abs,(battlers_y_min - battlers_y_max).abs].max
    @xcam_z_destination = [[(max_distance * 185.0 / 480).floor, XCAM_DISTANCE_MIN].max, XCAM_DISTANCE_MAX].min
  end
end

that animated faces feature is not completed yet, but its work for controlled battler only (attack/skill use)
 
FMBS CBE updated to ver 1.2
STATE fix updated to ver 1.2
Code:
=begin
  FMBS CBE (Custom Battle Enhancement) ver 1.2                    By B@!LWORLD A.K.A Iqbal_0k
  Request by 
              - revee in rmxp.org
  
  credit and thanks : XRXS for this great battle system
  
  FEATURE (June 10 2008) : - Change meteor boulder to escape ... completed
                             You can escape by running to the left side
                           - delete escape command in battle menu ... completed                           
                           - Show enemy name pop up when battle is starting
                             then vanish (no i didn't make a window it will
                             reduce your fps trust me) ... completed
                           - Replace Escape timer with escape probability ... completed
                             (i think it's too easy when you face higher level of enemy
                             then you decide to escape so easyly)                           
                           - Customizeable
                           
  FEATURE 1.0(June 11 2008)- Show enemy location when battle is starting
                             (make camera move to enemy after press a key go to
                             hero you controlled) ... completed
                           - Change distance position of enemy and hero ... Completed
                           - Improved custom escape ... Completed
                           - Paused Battler before battle begin ... completed
                           - Fixed Self.Bitmap bugs
                           
  FEATURE 1.1(June 13 2008)- Cleaning code ... completed
                           - Adding Animated Faces 
  
  FEATURE 1.2(June 15 2008)- Due to increase game performance i removed animated faces feature
                           - Custom Battle HUD (You can choose up to 12 different style's) ... completed
                           - Custom Battle Reports (You can choose the style's) ... completed
                             (More style in next version, i have a date today)
                           - Many people requesting camera shift automaticly not with a key pressed
                             (sure i'll update it) ... completed
                           - ALL Battler including enemy now use victory pose when winning the battle
			     not use it if battler is dead ;( ... completed

FUTURE UPDATE :
		- Make more style for battle report
                           
HOW TO USE : - put this script below other default fmbs and above fix script
             - For best result disable fmbs action message by deleting them or
               switch $fmbs_bm to false (it will reduce some lag)

=end
#==============================================================================
#                             CONFIGURATION
#==============================================================================
module SETUP_ENHANCEMENT
  
  #INTRO CONTROLS
  Battle_Intro = true #Pauses the battle, show enemy location and modify battler location
  Show_name_pop_up = true
  Intro_Durations = 5 # in seconds
  
  #CAMERA CONTROLS
  Camera_Zooming = 100.0 #lower the value can make your battler looks much bigger (default = 191.0)
  
  #IN BATTLE CONTROLS
  Use_custom_escape = true
  All_Battler_victory_pose = true
  
  #HUD / WINDOWS CONTROLS
                             
  #  BATTLE STATUS TYPE
  #1 : TOP (With ALL FACES, (DEFAULT))
  #2 : TOP CENTER (NO FACES)
  #3 : LEFT (ALL FACES)
  #4 : RIGHT (ALL FACES)
  #5 : BOTTOM (ALL FACES)
  #6 : BOTTOM CENTER (NO FACES)
  #7 : LEFT (NO FACES)
  #8 : RIGHT (NO FACES)
  #9 : TOP LEFT (NO FACES)
  #10: TOP RIGHT (NO FACES)
  #11: BOTTOM LEFT (NO FACES)
  #12: BOTTOM RIGHT (NO FACES)
  Custom_HUD_type = 1
  #Opacity of battle status hud (0 is fully transparent, 255 is super visible)
  HUD_Opacity = 0 #(for best layout dont change the default value. (default = 0),
                  #i will update them in next version)
  
  #Battle RESULTS STYLE (MORE STYLE IN NEXT VERSION including Tales of Battle Results)
  #0 : Default Rmxp
  #1 : Left Side Results (Clear Type)
  BATTLE_RESULT_STYLE = 1
  
  # VOCAB (SOME OF THEM REQUIRED IN NEXT UPDATE)
  Cant_Escape_word = "Can\'t Escape"
  Success_Escape = "Run Run Run"
  Level_UP_Word = "LEVEL UP"
  Result_Word = "BATTLE RESULTS"
  EXP_WORD = "EXPERIENCE"
  You_got_word = "You\'ve Got"
  You_found_word = "You\'ve Found"
  Learned_Skill_word = "Learned !"
  Level_up_Word = "LEVEL UP !"
  
end
#==============================================================================
#                            END CONFIGURATION
#==============================================================================


class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # â—
 
Updated CBE 1.4
Click here to download the script
http://www.mediafire.com/?et1eznhjkxa

Not enough Room to use Spoilers
the feature currently are

Code:
 - Enemy Name window (LAGLESS)
 - FIX ANIMATED FACE FEATURE (LAGLESS)
 - Modify Default RMXP DAMAGE display to TALES OF ABBYS DAMAGE DISPLAY (Customizeable)
 - Modify Combo window (now LAGLESS)
 - ADD ENEMY Combo Window with little lag (You can turn this feature off by changing "Use_Best_Performance = false" to "Use_Best_Performance = true" on configuration section
 
Some suggestions here:

-Better AI for enemies and allies, make them jump instead of falling in precipices, defend when necessary, etc. I think this could be a little too difficult ^^u.

-Tales of attack system: when you use an attack, your character runs towards the enemy, hits him and then runs back to the point where you used the attack.

-Summoning skills? I mean, you use an skill and then a character appears in the battle, and after a certain time, that character disspears.

-Make some skills pause the battle: you use a skill and all battlers are still until the skill ends, then, they can move again.

-Enable the Rectline_Window (debug) again? It was a lot easier to make skills when you were able to see that ugly (but useful) boxes.

-Hide the default skills (attack, up, down, etc.) from the skills menu.

-Make archer attack from a further place, it attacks as a short range character o_o.

-Take Naruto out of the demo! LOL (I was the one who used Naruto as a battler in a very old demo, and I really think it looks horrible with the Tales of battlers xD.)

Well, Ithink that's everything I had to say. Good luck with the enchancement ^^.
 
Arasthel":3munoknm said:
Some suggestions here:

-Better AI for enemies and allies, make them jump instead of falling in precipices, defend when necessary, etc. I think this could be a little too difficult ^^u.

-Tales of attack system: when you use an attack, your character runs towards the enemy, hits him and then runs back to the point where you used the attack.

-Summoning skills? I mean, you use an skill and then a character appears in the battle, and after a certain time, that character disspears.

-Make some skills pause the battle: you use a skill and all battlers are still until the skill ends, then, they can move again.

-Enable the Rectline_Window (debug) again? It was a lot easier to make skills when you were able to see that ugly (but useful) boxes.

-Hide the default skills (attack, up, down, etc.) from the skills menu.

-Make archer attack from a further place, it attacks as a short range character o_o.

-Take Naruto out of the demo! LOL (I was the one who used Naruto as a battler in a very old demo, and I really think it looks horrible with the Tales of battlers xD.)

Well, Ithink that's everything I had to say. Good luck with the enchancement ^^.

Here some of them
CBE ver 1.5
DOWNLOAD TXT FILES HERE : http://www.mediafire.com/?y4ntlmahnsq
And for the demo : http://www.mediafire.com/?2zmmoelnezz

Avgen":3munoknm said:
Is it possible to use minkoffs animated characters for this without cutting them in pieces?

I'am affraid thats not possible unless you change entire battle system to work with minkoff animation system
 
It seems like there's a compression error with the last update, i can't unpack some files from the demo rar -i suppose they are damaged-, and also i can't get the script (txt) working in an old demo because of some code errors - there's an error with an "end" in line 184, i think, and when i fix it, errors appear everywhere. Could you fix that, please ^^u?
 

revee

Member

Arasthel":2qx3wi3m said:
It seems like there's a compression error with the last update, i can't unpack some files from the demo rar -i suppose they are damaged-, and also i can't get the script (txt) working in an old demo because of some code errors - there's an error with an "end" in line 184, i think, and when i fix it, errors appear everywhere. Could you fix that, please ^^u?

yeah... i feel the same way to.... >.<
please fix that... i'm curious...
anyway, the semi person( the sprite that mimic the player above HP and MP)
only moved in one direction... to the right....
and... when you open the menu, the sprite don't dissapapear...
anyway.... GREAT JOB ^^a
 
This is a great battlesystem.  I'm having one problem though.  The AI stops moving when I set up a new enemy and sometimes I can't attack it? Also setting up skills is very hard for me can you provide a tutural on how to set them up or is there way to use skills in the database without haiving to put them in the script?
 

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