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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: &&&&&&&&&&&&& on November 15, 2006, 03:33:18 AM

Title: Lufia battle system?
Post by: &&&&&&&&&&&&& on November 15, 2006, 03:33:18 AM
Can somebody make or find a lufia battle system?

If you don't know lufia it work like this.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi109.photobucket.com%2Falbums%2Fn52%2Fdreamslayer7%2FLufia.jpg&hash=c8ca6fa0386b6954695f0c14ac8f74b7a76b2d7c)

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...
Title: Re: Lufia battle system?
Post by: :) on November 15, 2006, 03:34:52 AM
ok im waiting
Title: Re: Lufia battle system?
Post by: &&&&&&&&&&&&& on November 15, 2006, 06:23:57 AM
Anyone gonna help me?
You guys ever see a script like this?
If you do let me know.
Title: Re: Lufia battle system?
Post by: Blizzard on November 15, 2006, 09:26:33 AM
Have you tried the known sites already? I can't remember seeing such a script, but maybe somebody already made it.
Title: Re: Lufia battle system?
Post by: &&&&&&&&&&&&& on November 15, 2006, 02:09:50 PM
Yeah... I search around... I search some more... sigh...
Title: Re: Lufia battle system?
Post by: subzero on November 17, 2006, 01:15:12 AM
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
Title: Re: Lufia battle system?
Post by: :) on November 17, 2006, 01:22:28 AM
I have searched many places, even googled this a few times and went link to link. Sorry can't seem to find oone.
Title: Re: Lufia battle system?
Post by: &&&&&&&&&&&&& on November 19, 2006, 05:20:38 AM
anybody at all...?  :'(
Title: Re: Lufia battle system?
Post by: :) on November 19, 2006, 05:20:41 PM
http://www.hbgames.org/forums/showthread.php?t=10976
http://www.hbgames.org/forums/showthread.php?t=6216
Title: Re: Lufia battle system?
Post by: &&&&&&&&&&&&& on November 20, 2006, 01:46:34 AM
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
Title: Re: Lufia battle system?
Post by: :) on November 20, 2006, 02:09:25 AM
haha i can't help on that, but really that was it?
Title: Re: Lufia battle system?
Post by: &&&&&&&&&&&&& on November 20, 2006, 02:54:18 AM
yes it was thanks again
Title: Re: Lufia battle system?
Post by: Lord Dante on November 20, 2006, 02:57:47 AM
post in troubleshooting for help on that.
Title: Re: Lufia battle system?
Post by: :) on November 20, 2006, 03:00:34 AM
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.
Title: Re: Lufia battle system?
Post by: &&&&&&&&&&&&& on November 20, 2006, 10:57:08 AM
nope i replaced it.

Title: Re: Lufia battle system?
Post by: Blizzard on November 20, 2006, 12:49:37 PM
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).
Title: Re: Lufia battle system?
Post by: :) on November 20, 2006, 02:35:53 PM
'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 =]