JH PRODUCTIONS PRESENTS: DARK SIDE
WITH MANY THANKS TO OSSIE VALLIER
Story
Three heroes set off on an adventure to find the gang called REX DEORUM after a member of it destroys their gym and sensei.
Features
2 Different endings: YOU chose how to be, either good or evil.
A nice world map screen: Chose where to enter.
Different battle system: Better than the standard!
Characters
Butch Cypruss
Age: 18
Sex: Likes it, I mean male :lol:
Weapon: Swords
Profile: Abadoned at an age of 3 he was adopted by the sensei of a dojo. What mysterious lie around his birth?
Berith Taketsu
Age: 21
Sex: Male
Weapon: Magic
Profile: Son of the sensei of the dojo. He only finds out of his special powers once he sets on his adventure.
Nataka Okihawa
Age: 17
Sex: Female
Weapon: Fists
Profile: Nataka is from an Elven village in the deep forests of Okihawa. Her background is shrouded in mystery but will be revealed as the adventure progresses.
DEMO
Please try this demo, and contact me on msn telling me my problems and erros etc.
link: http://www.megaupload.com/?d=EG2VWC4Y
msn: dandaman11111@yahoo.co.uk
SCREENIES
Coming soon!
Many thanks
rpgamker
Hm... I hope, you just began on making it, cause it
Dude check the right hand plant pot, there is a nice surprise :D
Oh, thanks. Now I played it till the end... But I didn
Could you help me please blizzard?
With my battle script, i have the animation for the running to, however i dont know who to put in a running from animation could you please help me?
Also how to make them dissapear when they return like Minkoffs.
Betterstill could you post the script of minkoff here please?
(PS. Do you think the battles are allright for the game or not?)
The battles are good. I like them. Let them as they are.
No need for scripting here. Just make a common event like this one:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg477.imageshack.us%2Fimg477%2F3007%2Fsnap369tr.png&hash=ef05be48b1317f5a5ea66356f6b970319950a13e) (http://imageshack.us)
Trivial, huh?! :^^: Just make sure you don
Does that mean you like my battles or you dont?
Yeah, I like your battlers. :) Did my event work?
I guess you didnt understand me correctly, i meant in battle.
In my battles yeah, after the people attack they run back to the original position but looking like they are running foward, do you know how to stop this?
Even better just add me on msn i will explain it there.
Msn: dandaman11111@yahoo.co.uk
Ok, I
Hm...having trouble, could you just post me the whole code but with it updated please?
And I also have another problem when my person uses a skill, instead of doing the row I set it to, it does the death row animation, do you know why?
if you help me I will make sure to put a BIG AND I MEAN BIG thanks into the credits for you!
Many thanks
rpgmaker
No wonder... There is a mistake at the end... Should be 6, not 5... Anyway, here is the whole script. But you have to change your animations to one main pattern, since the script is orientated by the row of the sprite set.
#===============================================================================
#
# Full Animated Side View Battle System (CBS) (v2.5) by cybersam
#
#===============================================================================
#
# here we go...
# this makes the script very easy to implement
# just add a new script above the "Main" script
# and insert this whole thing in there
#
# as you can see the sprite changing code is from the japanese script
# so the credits for the sprite changin goes to them....
# i edit it a little so it can show more sprites and sprite animations
# and added some other stuff... the next things are player movement...
#
#
#
# i got the battler changing script in this script...
# the credits for this goes to the guy who made this...
#
# ??? XRXS11. ???????????? ver.0 ???
#
# since this isnt used anymore... it isnt need for credit anymore...
# but i'll let it here since it helped me a lot...
#
#
# as for the ideas... missy provided me with realy good ideas
# that helped me alot when i didnt find a way to some of these features...
#
# here one more Credit to place...
# its RPG's script...
# not the whole thing here...
# but some snipplet you'll know witch one when read the comments
#
#
# if you want some more explaines about this script...
# the most stuff are commented... but if you still have questions or
# sugestions then you can contact me
#
#-------------------------------------------------------------------------------
#
# how or where you can contact me...
# at the http://www.rmxp.net forum via pm, email: cybersam@club-anime.de
# or via AIM: cych4n or ICQ: 73130840
#
# remember this is still in testing phase...
# and i'm trying to work on some other additions... like character movements...
# but that wont be added now... couse i need to figure it out first...
#
#
#
# oh hehe.... before i forget...
# sorry for the bad english... ^-^''''
#
#
#-------------------------------------------------------------------------------
#
# ok... here... since i'm using RPG's movement script...
# there are a lot of changes...
#
# when you look at the script you'll find line with "pose(n)" or "enemy_pose(n)"
# since i want my sprites have different sprites... i added one more option
# to these...
# so now if you add a number after the n (the n stands for witch sprite is used)
# fo example 8... ("pose(4, 8)") this will tell the script that the 4th animation
# have 8 frames...
# pose is used for the player... and enemy_pose for the enemy...
# there is nothing more to this...
# i used my old sprite numbers... (this time in only one sprite...)
#
# explains about the animation sprites... (the digits)
#
#
# 0 = move (during battle)
# 1 = standby
# 2 = defend
# 3 = hit (being attacked)
# 4 = attack
# 5 = skill use
# 6 = dead
# 7 = winning pose... this idea is from RPG....
#
#
# of course this is just the begining of the code...
# so more animations can be implemented...
# but for now this should be enough...
#
# alot has changed here... and now it looks like it is done...
# of course the fine edit needs to be done so it looks and works great with your
# game too...
#
#
#
# 1st character movement... done
# 2rd character apears at the enemy while attacking... done / replaced with movement animation
# 3nd character movement during attack... done
#
# 4th enemies movement... done
# 5th enemy apears at the enemy while attacking... done / replaced with movement animation
# 6th enemy movement during attack... done
#
# 7th each weapon has its own animation... done
# 8th each skill has its own animation... done
# 9th different poses for sickness or low hp done
#
# 10th automaticly select the sprite... done
# 11th Fullbackground implemented (done)
#
#
# bugfixes and code cleaning/improvements.... ----
#
#
#
# for some customfixes look in the rmxp.net forum...
#===============================================================================
class Game_Actor < Game_Battler
# you dont have to change your game actor to let the characters schows
# from the side...
# this will do it for you... ^-^
def screen_x
if self.index != nil
return self.index * 40 + 460
else
return 0
end
end
def screen_y
return self.index * 20 + 220
end
def screen_z
if self.index != nil
return self.index
else
return 0
end
end
end
class Spriteset_Battle
#RPG's stuff...
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
# ends here... ^-^
def initialize
@viewport0 = Viewport.new(0, 0, 640, 480)
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
@battleback_sprite = Sprite.new(@viewport0)
# fix for reversed enemies... so it wont attack the wrong enemy...
# this one was fixed long time ago but i added this comment
# so you guys know about it... ^-^''
@enemy_sprites = []
for enemy in $game_troop.enemies#.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, 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(@viewport0)
@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
def dispose
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
@battleback_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
@viewport0.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
@viewport4.dispose
end
alias original_update update
def update
original_update
# this fix let the active character be on top... (by Missy)
@viewport1.z = 50 and @viewport2.z = 51 if $actor_on_top == true
@viewport1.z = 51 and @viewport2.z = 50 if $actor_on_top == false
@viewport0.tone = $game_screen.tone
@viewport0.ox = $game_screen.shake
@viewport0.update
end
end
#==============================================================================
# Sprite Battler for the Costum Battle System
#==============================================================================
# here we are making some animations and stuff...
# i know its not the best way...
# but this is the first working way that i found....
# this needs propper understanding how the animation works...
# if you want to change some stuff...
# in this i'll not explain much couse its realy easy if you know what you do
# otherwise it will take you time to understand it, but i think the one who
# is trying to edit this will know what he/she do... ^-^
#
#
#
# here i'll completely replace the "Sprite_Battler" class...
# so if you've changed something in there you need to change it here as well
# (i think... i didnt tested it... so its up to you)
# i'll mark the stuff i added just with --> #
# something that need to be explained have a comment...
# but its not all commented...
# so if you dont know what it means or you just want to know why it is there and
# what it does then you need to contact me or anyone who understand this... ^-^
# how you can contact me see above... at the top of this script...
class Sprite_Battler < Animated_Sprite
attr_accessor :battler
attr_reader :index
attr_accessor :target_index
attr_accessor :frame_width
def initialize(viewport, battler = nil)
super(viewport)
@battler = battler
@pattern_b = 0 #
@counter_b = 0 #
@index = 0 #
# this is for the state animation...
# dont change unless you know what this do...
# you can find further infomation on the rmxp.net forum
$noanimation = false
@frame_width, @frame_height = 64, 64
# start sprite
@battler.is_a?(Game_Enemy) ? enemy_pose(1) : pose(1)
@battler_visible = false
if $target_index == nil
$target_index = 0
end
end
def index=(index) #
@index = index #
update #
end #
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
def enemy #
$target_index += $game_troop.enemies.size
$target_index %= $game_troop.enemies.size
return $game_troop.enemies[$target_index] #
end #
def actor #
$target_index += $game_party.actors.size
$target_index %= $game_party.actors.size
return $game_party.actors[$target_index] #
end
#==============================================================================
# here is a snipplet from RPG's script...
# i changed only to lines from this...
#
# here you can add more sprite poses... if you have more... ^-^
#==============================================================================
def pose(number, frames = 4)
case number
when 0 # run
change(frames, 5, 0, @frame_height * 4)
when 1 # standby
change(frames, 5, 0, @frame_height * 0)
when 2 # defend
change(frames, 5, 0, @frame_height * 3)
when 3 # Hurt, loops
change(frames, 5, 0, @frame_height * 1)
when 4 # attack no loop
change(frames, 5, 0, @frame_height * 7, 0, true)
when 5 # skill
change(frames, 5, 0, @frame_height * 7)
when 6 # death
change(frames, 5, 0, @frame_height * 2)
when 7 # no sprite
change(frames, 5, 0, @frame_height * 9, 0, true)
when 8 # run/slide back
change(frames, 5, 0, @frame_height * 5)
# ...etc.
else
change(frames, 5, 0, 0, 0)
end
end
#--------------------------------------------------------------------------
# - Change the battle pose for an enemy
# number : pose' number
#--------------------------------------------------------------------------
def enemy_pose(number ,enemy_frames = 4)
case number
when 0 # run
change(enemy_frames, 5, 0, 0, 0)
when 1 # standby
change(enemy_frames, 5, 0, @frame_height)
when 2 # defend
change(enemy_frames, 5, 0, @frame_height * 7)
when 3 # Hurt, loops
change(enemy_frames, 5, 0, @frame_height * 2)
when 4 # attack
change(enemy_frames, 5, 0, @frame_height * 4, 0, true)
when 5 # skill
change(enemy_frames, 5, 0, @frame_height * 7)
when 6 # death
change(enemy_frames, 5, 0, @frame_height * 6)
when 7 # no sprite
change(enemy_frames, 5, 0, @frame_height * 7)
when 8 # run/slide back
change(enemy_frames, 5, 0, @frame_height * 5)
# ...etc.
else
change(enemy_frames, 5, 0, 0, 0)
end
end
def default_pose
pose(1)
# here we change the default pose when the character
# dont have over 75 % percent of the max hp
# if HP is too low (- 25%)
if (@battler.hp * 100) /@battler.maxhp < 25
pose(9)
# if HP is too low (- 50%)
elsif (@battler.hp * 100) /@battler.maxhp < 50
pose(9)
# if HP is too low (- 75%)
elsif (@battler.hp * 100) /@battler.maxhp < 75
pose(9)
end
# and here we change the pose if the character is inflicted with
# poison or other stuff like sleep, paralyzed, confused or other stuff...
# i only added the poison and sleep for test...
if @battler.state?(3) # poison
# change pose to sleep pose...
# (i dont have so much sprites... so im the defend pose)
# you can set more status effects so each effect has its own sprite...
pose(2)
elsif @battler.state?(7) #sleep
# change pose to poisoned
pose(6)
end
end
#==============================================================================
# sniplet end...
#==============================================================================
def update
super
if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end
if @battler.battler_name != @battler_name
@battler.battler_hue != @battler_hue
@battler_hue = @battler.battler_hue
@battler_name = @battler.battler_name
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @frame_width / 2
self.oy = @frame_height
if @battler.dead? or @battler.hidden
self.opacity = 0
end
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
if $noanimation == false
if @battler.damage == nil and
@battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
else
dispose_loop_animation
end
if @battler.is_a?(Game_Actor) and @battler_visible
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
if @battler.blink
blink_on
else
blink_off
end
unless @battler_visible
if not @battler.hidden and not @battler.dead? and
(@battler.damage == nil or @battler.damage_pop)
appear
@battler_visible = true
end
if not @battler.hidden and
(@battler.damage == nil or @battler.damage_pop) and
@battler.is_a?(Game_Actor)
appear
@battler_visible = true
end
end
if @battler_visible
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
if @battler.white_flash
whiten
@battler.white_flash = false
end
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
if @battler.damage == nil and @battler.dead?
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
collapse
@battler_visible = false
else
$game_system.se_play($data_system.actor_collapse_se) unless @dead
@dead = true
pose(6)
end
else
@dead = false
end
end #
end
end
#==============================================================================
# Scene_Battle Costum Battle System
#==============================================================================
class Scene_Battle
def update_phase4
case @phase4_step
when 1
update_phase4_step1
when 2
update_phase4_step2
when 3
update_phase4_step3
when 4
update_phase4_step4
when 5
update_phase4_step5
when 6
update_phase4_step6
when 7
update_phase4_step7
end
end
def update_phase4_step1
# Change actor poses to default
#if @active_battler.is_a?(Game_Actor)
# @spriteset.actor_sprites[@active_battler.index].default_pose
#end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
@spriteset.actor_sprites[i].default_pose unless actor.dead?
end
@help_window.visible = false
if judge
return
end
if $game_temp.forcing_battler == nil
setup_battle_event
if $game_system.battle_interpreter.running?
return
end
end
if $game_temp.forcing_battler != nil
@action_battlers.delete($game_temp.forcing_battler)
@action_battlers.unshift($game_temp.forcing_battler)
end
if @action_battlers.size == 0
start_phase2
return
end
@animation1_id = 0
@animation2_id = 0
@common_event_id = 0
@active_battler = @action_battlers.shift
if @active_battler.index == nil
return
end
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
@active_battler.remove_states_auto
@status_window.refresh
@phase4_step = 2
end
def make_basic_action_result
if @active_battler.is_a?(Game_Actor)
$actor_on_top = true
elsif @active_battler.is_a?(Game_Enemy)
$actor_on_top = false
end
if @active_battler.current_action.basic == 0
#============================================================================
# WEAPONS START...
#============================================================================
#
#================================= Different Weapons with different animations
#
# this is quite simple as you can see...
# if you want to add a weapon to the animation list then look at the script below...
# and i hope you'll find out how this works...
#
#
# if not...
# here is the way...
# first thing...
# just copy and paste "elseif @active_battler_enemy.weapon_id == ID..."
# just after the last @weapon_sprite....
#
# here the ID is you need to look in you game databse the number that stands before
# your weapon name is the ID you need to input here...
#
# same thing goes for the monster party... ^-^
# monster normaly dont need more sprites for weapons....
#
# if you want to use more... then replace the "@weapon_sprite_enemy = 4"
# with these lines... (but you need to edit them)
#
# if @active_battler.weapon_id == 1 # <-- weapon ID number
# @weapon_sprite_enemy = 4 # <-- battle animation
# elsif @active_battler.weapon_id == 5 # <-- weapon ID number
# @weapon_sprite_enemy = 2 # <-- battle animation
# elsif @active_battler.weapon_id == 9 # <-- weapon ID number
# @weapon_sprite_enemy = 0 # <-- battle animation
# elsif @active_battler.weapon_id == 13 # <-- weapon ID number
# @weapon_sprite_enemy = 6 # <-- battle animation
# else
# @weapon_sprite_enemy = 4
# end
#
#================================= END
if @active_battler.is_a?(Game_Actor)
if @active_battler.weapon_id == 1 # <-- weapon ID number
@weapon_sprite = 4 # <-- battle animation
elsif @active_battler.weapon_id == 5 # <-- weapon ID number
@weapon_sprite = 2 # <-- battle animation
elsif @active_battler.weapon_id == 9 # <-- weapon ID number
@weapon_sprite = 0 # <-- battle animation
elsif @active_battler.weapon_id == 13 # <-- weapon ID number
@weapon_sprite = 6 # <-- battle animation
else
@weapon_sprite = 4
end
# monster section is here... ^-^
else# @active_battler.is_a?(Game_Enemy)
@weapon_sprite_enemy = 4
end
#
#=============================================================================
# WEAPONS END....
#=============================================================================
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
if @active_battler.is_a?(Game_Enemy)
if @active_battler.restriction == 3
target = $game_troop.random_target_enemy
elsif @active_battler.restriction == 2
target = $game_party.random_target_actor
else
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
#======== here is the setting for the movement & animation...
x = target.screen_x - 32
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
@spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)
#========= here if you look at the RPG's movement settings you'll see
#========= that he takes the number 40 for the speed of the animation...
#========= i thing thats too fast so i settet it down to 10 so looks smoother...
end
if @active_battler.is_a?(Game_Actor)
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
#======= the same thing for the player... ^-^
x = target.screen_x + 32
@spriteset.actor_sprites[@active_battler.index].pose(0)
@spriteset.actor_sprites[@active_battler.index].move(x, target.screen_y, 10)
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
if @active_battler.current_action.basic == 1
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(2) #defence
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) #defence
end
@help_window.set_text($data_system.words.guard, 1)
return
end
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2
@help_window.set_text("Escape", 1)
@active_battler.escape
return
end
if @active_battler.current_action.basic == 3
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
if @active_battler.current_action.basic == 4
if $game_temp.battle_can_escape == false
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
update_phase2_escape
return
end
end
#--------------------------------------------------------------------------
# skill aktion...
#--------------------------------------------------------------------------
def make_skill_action_result
@skill = $data_skills[@active_battler.current_action.skill_id]
unless @active_battler.current_action.forcing
unless @active_battler.skill_can_use?(@skill.id)
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
end
@active_battler.sp -= @skill.sp_cost
@status_window.refresh
@help_window.set_text(@skill.name, 1)
#=============================================================================
# SKILL SPRITES START
#=============================================================================
# this one is the same as the one for the weapons...
# for the one who have this for the first time
# look at the script i hope it is easy to understand...
#
# the other one that have the earlier versions of this script they dont need explenation
# ... i think....
# the think that changed is the line where the animation ID is given to the sprite...
# the number after the "pose" is the animation ID... it goes for every other animation as well..
# if you have an animation for a skill that have more frames...
# then just insert the number of frames after the first number...
# so it looks like this.... "pose(5, 8)" <-- 5 is the animation...
# 8 is the max frame (that means your animation have 8 frames...) ^-^
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(5) # <-- sprite number
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- sprite number
end
#=============================================================================
# SKILL SPRITES END
#=============================================================================
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_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
#--------------------------------------------------------------------------
# how here we make the item use aktions
#--------------------------------------------------------------------------
def make_item_action_result
# sorry i didnt work on this...
# couse i dont have a sprite that uses items....
# so i just added the standby sprite here...
# when i get more time for this i'll try what i can do for this one... ^-^
# its the same as the ones above...
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
@item = $data_items[@active_battler.current_action.item_id]
unless $game_party.item_can_use?(@item.id)
@phase4_step = 1
return
end
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
@help_window.set_text(@item.name, 1)
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
@common_event_id = @item.common_event_id
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
set_target_battlers(@item.scope)
for target in @target_battlers
target.item_effect(@item)
end
end
#==============================================================================
# here again.... snipplet from RPG's script
#==============================================================================
# this one here is for the winning pose...
# if you happen to use my old costum level script then you need to add the
# marked line to you "def start_phase5" in "Scene_Battle 2" and delete this one...
# the -> =*****=
# marks the end where you need to delete...
# and -> {=====}
# marks the line you need to copy and paste in the other one...
# you need to add it at the same position...
def start_phase5
@phase = 5
$game_system.me_play($game_system.battle_end_me)
$game_system.bgm_play($game_temp.map_bgm)
exp = 0
gold = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
treasures = treasures[0..5]
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
$noanimation = true
@spriteset.actor_sprites[i].pose(7) unless actor.dead? # {=====}
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
$game_party.gain_gold(gold)
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
@result_window = Window_BattleResult.new(exp, gold, treasures)
@phase5_wait_count = 100
end
# =*****=
#--------------------------------------------------------------------------
# updating the movement
# since RPG isnt used to comments... i'll comment it again...
#--------------------------------------------------------------------------
def update_phase4_step3
if @active_battler.current_action.kind == 0 and
@active_battler.current_action.basic == 0
# in this one... we have our weapon animations... for player and monster
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(@weapon_sprite)
elsif @active_battler.is_a?(Game_Enemy)
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(@weapon_sprite_enemy)
end
end
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
@phase4_step = 4
end
def update_phase4_step4
# this here is for the hit animation...
for target in @target_battlers
if target.is_a?(Game_Actor) and !@active_battler.is_a?(Game_Actor)
if target.guarding?
@spriteset.actor_sprites[target.index].pose(2)
else
@spriteset.actor_sprites[target.index].pose(3)
end
elsif target.is_a?(Game_Enemy) and !@active_battler.is_a?(Game_Enemy)
if target.guarding?
@spriteset.enemy_sprites[target.index].enemy_pose(2)
else
@spriteset.enemy_sprites[target.index].enemy_pose(3)
end
end
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
@wait_count = 8
@phase4_step = 5
end
def update_phase4_step5
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
@help_window.visible = false
@status_window.refresh
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
end
end
@phase4_step = 6
end
#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 6 : ??????)
#--------------------------------------------------------------------------
def update_phase4_step6
# here we are asking if the player is dead and is a player or an enemy...
# these lines are for the running back and standby animation....
if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
@spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
@spriteset.actor_sprites[@active_battler.index].pose(8)
elsif !@active_battler.dead?
@spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(8)
end
for target in @target_battlers
if target.is_a?(Game_Actor) and !target.dead?
@spriteset.actor_sprites[target.index].pose(1)
elsif !target.dead?
@spriteset.enemy_sprites[target.index].enemy_pose(1)
end
end
$game_temp.forcing_battler = nil
if @common_event_id > 0
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
@phase4_step = 7
end
def update_phase4_step7
# here we are asking if the player is dead and is a player or an enemy...
# these lines are for the running back and standby animation....
if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
@spriteset.actor_sprites[@active_battler.index].pose(1)
elsif !@active_battler.dead?
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
$game_temp.forcing_battler = nil
if @common_event_id > 0
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
@phase4_step = 1
end
# this one is an extra... without this the animation whill not work correctly...
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
end
end
end
$game_system.update
$game_screen.update
if $game_system.timer_working and $game_system.timer == 0
$game_temp.battle_abort = true
end
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
@spriteset.update
if $game_temp.transition_processing
$game_temp.transition_processing = false
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
if $game_temp.message_window_showing
return
end
if @spriteset.effect?
return
end
if $game_temp.gameover
$scene = Scene_Gameover.new
return
end
if $game_temp.to_title
$scene = Scene_Title.new
return
end
if $game_temp.battle_abort
$game_system.bgm_play($game_temp.map_bgm)
battle_end(1)
return
end
if @wait_count > 0
@wait_count -= 1
return
end
# this one holds the battle while the player moves
for actor in @spriteset.actor_sprites
if actor.moving
return
end
end
# and this one is for the enemy...
for enemy in @spriteset.enemy_sprites
if enemy.moving# and $game_system.animated_enemy
return
end
end
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
case @phase
when 1
update_phase1
when 2
update_phase2
when 3
update_phase3
when 4
update_phase4
when 5
update_phase5
end
end
#==============================================================================
# end of the snipplet
# if you want the comments that where here just look at the scene_battle 4...
# i added some comments since RPG hasnt add any....
#==============================================================================
end
EDIT: That problem with the skill animation... what animation do you want to show up? The one in the last row?
The 8th row animation please.
EDIT: It just ???670 syntax error??? , is that what you were on about above? Im very sorry to keep hassling you, its just im a big NOOB and dont know aything bout scritpingt!
I updated the script above. Yeah, I fixed that error.
PLz host it somewhere else then megaupload.nEED PREMIUM which need money n all
Everytime i try to start the game, it says:
???? 670 syntax error ??????
Is this my fault?
If my problem continues, a demo would just be easier i think. That is if you use postality nights version. If not im stuffed!
Quote from: NightwolfPLz host it somewhere else then megaupload.nEED PREMIUM which need money n all
Megaupload doesn
BTW Nightwolf, I have updated it a LOT more since I posted that demo, when I get the battle system fixed properly I will update it again with all the new and good stuff in it!
Many thanks
Rpgmaker
EDIT: Does it work now, rpgmaker?
END OF EDIT
And here is a little tute on how to use MEGAUPLOAD.COM. :^^:
Open the page and wait for the timer to reach 0. Then you should see this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg142.imageshack.us%2Fimg142%2F9536%2Fsnap376cs.png&hash=2ddb8bb7d812f69644da7f793d5157a14a66aa78) (http://imageshack.us)
Press the red marked X and you will see this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg142.imageshack.us%2Fimg142%2F4590%2Fsnap381nx.png&hash=8501722f7f1254cab4e244329bb5434b0c551dd5) (http://imageshack.us)
Now press the red marked button and there ya go. :^^:
EDIT: If even this doesn
It still says the same thing:
????syntax error 670???
Is this my problem or with the script? Have you edited something that you havent told me about or something...
EDIT: Look I will post another demo.
EDIT2: http://www.megaupload.com/?d=8C185XKU
There it is, look what it says when I try to start up.
Can you host it somewhere else? I exceeded my donwload limit... This is the disadvantage, when you connect over a main server. If somebody in the network is already downloading you can
K this is via rapidshare:
http://rapidshare.de/files/16388553/Dark_Side.exe.html
Nope still the same problem!
I can
What is your real name so i can put it into my game?
Boris Miki?
Put it in like this:
Boris Miki? alias Blizzard
:D
This game sounds pretty good tell me when the demo is rweleased n all then i willg ive you a comment on it lol by the way when will you a release a nice little demo... And also how do yoyu do side battles I have never seemed to of found that out because I am dying to do side battles BUT I JUST CANT !!!! :evil: lol anyways good luck with your game n all!
Quote from: DeksumiThis game sounds pretty good tell me when the demo is rweleased n all then i willg ive you a comment on it lol by the way when will you a release a nice little demo... And also how do yoyu do side battles I have never seemed to of found that out because I am dying to do side battles BUT I JUST CANT !!!! :evil: lol anyways good luck with your game n all!
Look in the script section. Somewhere on page 2 or 3 should be a script for side view battle system.
Quote from: NightwolfPLz host it somewhere else then megaupload.nEED PREMIUM which need money n all
megaupload is free. :whoa:
Post screenshot(s) please.
The thing is you can
Guys I have finished the new demo! I will be uploading it very soon! Expect to train up a lot and to save a lot, its not an easy game!
EDIT: Here it is! BTW i still havent got a battler for Berith!
http://www.megaupload.com/?d=FT8DTBND
GOOD LUCK!
Does your demo end in that burning room? Because it must be two options:
the games ends there or the event/exit trigger is not accessible lo find...
Woah what a noob! Examine all the fires blocking the rooms!
When I played your old demo the first time, I
Yeah check the plantpot once again. I gotta fix that lol!
BTW idd you like the intro i mean with your thanks?
You still didn
Are you still playing the demo?
QuoteWoah what a noob! Examine all the fires blocking the rooms!
Gameplay shall be clear and user friendly. Don't expect that people will stick up too long in a game where they can't understand clearly the interaction system.
If you want to people figure out how to get off a puzzle situation, you shall give a subtle hint, otherwise, it just turns into a random unorganized gameplay system.
You call me noob, but maybe you are the one who has a lot to learn yet. To start at mapping... I agree with Blizzard, it is still way to poor.
And by the way, try to show some respect to those who downloaded and tested your stuff...
Don
Hey man! Great game! to be honest I liek it better than a lot of the stuff on this site! One thing though. Is it ok if I expand upon this? I noticed a few errors that I know how to fix. IDK I am probably going to make some sort of patch/ expansion pack for this so 1) The beds look right (that pisses me off when people dont do beds right) and 2)I am adding more commedic things to it, and making a cool house thingy.
Just to let u guys know rpg maker has gone to stay with a friend of his for a week, and he is remaking his game on 2k3!
(I know because ossie vallier is me and I sorta help him over Msn)