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=ec5678793cec65e151714cbf95402c668786ec3e)
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...
ok im waiting
Anyone gonna help me?
You guys ever see a script like this?
If you do let me know.
Have you tried the known sites already? I can't remember seeing such a script, but maybe somebody already made it.
Yeah... I search around... I search some more... sigh...
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
I have searched many places, even googled this a few times and went link to link. Sorry can't seem to find oone.
anybody at all...? :'(
http://www.hbgames.org/forums/showthread.php?t=10976
http://www.hbgames.org/forums/showthread.php?t=6216
Holy crap thanks ;D I just need help... it tells me this
?.?? "spritset_battler" ? 31 ?.?? nameError ??.??.?
uninitialized constant spriteset_battler::sprite_battler
#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
haha i can't help on that, but really that was it?
yes it was thanks again
post in troubleshooting for help on that.
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.
nope i replaced it.
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).
'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 =]