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Lufia battle system?

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Can somebody make or find a lufia battle system?

If you don't know lufia it work like this.


See in the background you can still see the map you are on. and it is like the rm xp default except the people move when they act... like if I had maxim attack he would turn to the enemies and it would show him swing his sword...
« Last Edit: August 07, 2014, 03:46:29 AM by boe »
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pokeball :)OfflineMale
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ok im waiting
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Anyone gonna help me?
You guys ever see a script like this?
If you do let me know.
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Have you tried the known sites already? I can't remember seeing such a script, but maybe somebody already made it.
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Yeah... I search around... I search some more... sigh...
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sry man I never seen a scritp like that or heard of the bs but im a resource hunter so Ill let u know wat happens



pokeball :)OfflineMale
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I have searched many places, even googled this a few times and went link to link. Sorry can't seem to find oone.
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anybody at all...?  :'(
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Holy crap thanks   ;D   I just need help... it tells me this

?.?? "spritset_battler" ? 31 ?.?? nameError ??.??.?
uninitialized constant spriteset_battler::sprite_battler
 

Code: [Select]
#Spriteset_Battle - Lufia and the Fortress of Doom script by Aqua Dream

class Spriteset_Battle

  attr_reader   :viewport1               
  attr_reader   :viewport2               

# We're loading the map data again, because the battle sprite set is not
# the same as the map sprite set.   We're also not loading the battleback
# in the tileset setting.
  def initialize
    @viewport1 = Viewport.new(0, 0, 640, 320)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport4 = Viewport.new(0, 0, 640, 480)
    @viewport1.z = 0
    @viewport2.z = 1
    @viewport3.z = 2
    @viewport4.z = 3
    @tilemap = Tilemap.new(@viewport1)
    @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
    for i in 0..6
      autotile_name = $game_map.autotile_names[i]
      @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
    end
    @tilemap.map_data = $game_map.data
    @tilemap.priorities = $game_map.priorities
    @panorama = Plane.new(@viewport1)
    @panorama.z = -1000
    @fog = Plane.new(@viewport1)
    @fog.z = 3000
    @enemy_sprites = []
    for enemy in $game_troop.enemies.reverse
      @enemy_sprites.push(Sprite_Battler.new(@viewport4, enemy))
    end
    @actor_sprites = []
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
    @weather = RPG::Weather.new(@viewport1)
    @picture_sprites = []
    for i in 51..100
      @picture_sprites.push(Sprite_Picture.new(@viewport3,
        $game_screen.pictures[i]))
    end
    @timer_sprite = Sprite_Timer.new
    update
  end
 
# We need to dispose of everything that we loaded in the intialize method.
# Once again, I've deleted the lines regarding the battleback.  Most of
# this will be reloaded once the game exits battle mode.
  def dispose
    @tilemap.tileset.dispose
    for i in 0..6
      @tilemap.autotiles[i].dispose
    end
    @tilemap.dispose
    @panorama.dispose
    @fog.dispose
    @weather.dispose
    for sprite in @picture_sprites
      sprite.dispose
    end
    @timer_sprite.dispose
    for sprite in @enemy_sprites + @actor_sprites
      sprite.dispose
    end
    @weather.dispose
    for sprite in @picture_sprites
      sprite.dispose
    end
    @timer_sprite.dispose
    @viewport1.dispose
    @viewport2.dispose
    @viewport3.dispose
    @viewport4.dispose
  end
# This is exactly the same as in the original.
  def effect?
    for sprite in @enemy_sprites + @actor_sprites
      return true if sprite.effect?
    end
    return false
  end
# As in the initialize and despose methods, more map items are included
# and the battlback code is no longer present.
  def update
    @actor_sprites[0].battler = $game_party.actors[0]
    @actor_sprites[1].battler = $game_party.actors[1]
    @actor_sprites[2].battler = $game_party.actors[2]
    @actor_sprites[3].battler = $game_party.actors[3]
    if @battleback_name != $game_temp.battleback_name
      @battleback_name = $game_temp.battleback_name
    end
    for sprite in @enemy_sprites + @actor_sprites
      sprite.update
    end
    @weather.type = $game_screen.weather_type
    @weather.max = $game_screen.weather_max
    @weather.update
    for sprite in @picture_sprites
      sprite.update
    end
    @timer_sprite.update
        if @panorama_name != $game_map.panorama_name or
       @panorama_hue != $game_map.panorama_hue
      @panorama_name = $game_map.panorama_name
      @panorama_hue = $game_map.panorama_hue
      if @panorama.bitmap != nil
        @panorama.bitmap.dispose
        @panorama.bitmap = nil
      end
      if @panorama_name != ""
        @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
      end
      Graphics.frame_reset
    end
    if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
      @fog_name = $game_map.fog_name
      @fog_hue = $game_map.fog_hue
      if @fog.bitmap != nil
        @fog.bitmap.dispose
        @fog.bitmap = nil
      end
      if @fog_name != ""
        @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
      end
      Graphics.frame_reset
    end
    @tilemap.ox = $game_map.display_x / 4
    @tilemap.oy = $game_map.display_y / 4
    @tilemap.update
    @panorama.ox = $game_map.display_x / 8
    @panorama.oy = $game_map.display_y / 8
    @fog.zoom_x = $game_map.fog_zoom / 100.0
    @fog.zoom_y = $game_map.fog_zoom / 100.0
    @fog.opacity = $game_map.fog_opacity
    @fog.blend_type = $game_map.fog_blend_type
    @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
    @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
    @fog.tone = $game_map.fog_tone
    @weather.type = $game_screen.weather_type
    @weather.max = $game_screen.weather_max
    @weather.ox = $game_map.display_x / 4
    @weather.oy = $game_map.display_y / 4
    @weather.update
    for sprite in @picture_sprites
      sprite.update
    end
    @timer_sprite.update
    @viewport1.tone = $game_screen.tone
    @viewport1.ox = $game_screen.shake
    @viewport3.color = $game_screen.flash_color
    @viewport1.update
    @viewport3.update
  end
end
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pokeball :)OfflineMale
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haha i can't help on that, but really that was it?
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yes it was thanks again
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post in troubleshooting for help on that.

pokeball :)OfflineMale
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you didn't create a new script did you? this is To use this supposed to replace your Spriteset_Battle class with this new one.
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nope i replaced it.

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It shouldn't say Spriteset_Battler, but Spriteset_Battle. Also note that RGSS is case sensitive (it recognizes and differs between small and capital letters).
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'To use this script, simply replace your Spriteset_Battle class with this new one. I do not feel that a demo is necessary due to its simplicity.

Note: The event and hero map sprites are intentionally erased because they might confuse the player when displayed amongst the enemies.'

either that helps....or it dosen't =]
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