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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: Snickers on November 20, 2006, 12:40:59 AM

Title: ActiveCountBattle
Post by: Snickers on November 20, 2006, 12:40:59 AM
Can anyone get me the script for that battle system. Thanks
Title: Re: ActiveCountBattle
Post by: Falcon on November 20, 2006, 01:03:31 AM
Which ACB are you talking about? There's more than one.
Title: Re: ActiveCountBattle
Post by: Snickers on November 20, 2006, 01:12:02 AM
Im not so sure, but I found one:

http://www.excite.co.jp/world/english/web/body/?wb_url=http%3A%2F%2Ff44.aaa.livedoor.jp%2F%7Eytomy%2Ftkool%2Frpgtech%2Fbattle%2Facb_xp.html&wb_lp=JAEN&wb_dis=2

But cant set it up....I really suck at that stuff. Can anyone set it up in a new game, and upload it for me please?
Title: Re: ActiveCountBattle
Post by: :) on November 20, 2006, 01:16:09 AM
I think its because its translated all wrong...the script seems out of order. well I can't set it up because I suck at that too, but to whoever can help Snickers here is a translated one:

http://www.dubealex.com/asylum/index.php?showtopic=4712&hl=ActiveCountBattle
Title: Re: ActiveCountBattle
Post by: Snickers on November 20, 2006, 04:11:54 AM
anyone please? just make a new game , insert script, check if its working, and upload it for me...sorta like a demo, since the scipt dosen't come with one
Title: Re: ActiveCountBattle
Post by: Lord Dante on November 20, 2006, 04:41:40 AM
Quote from: Snickers on November 20, 2006, 04:11:54 AM
anyone please? just make a new game , insert script, check if its working, and upload it for me...sorta like a demo, since the scipt dosen't come with one

baka...

dont we have a topic for implementing scripts anymore?

edit:

sigh...its the second sticky in this sub-board.
Title: Re: ActiveCountBattle
Post by: Snickers on November 20, 2006, 05:04:27 AM
lol, Dante you are right, problem is I have tried that And still cant figure it out that is why I have posted here. I have seen other posts where people have not even attmpted to do something and then requst, but I did try my best....
Title: Re: ActiveCountBattle
Post by: :) on November 20, 2006, 05:19:18 AM
dqam...I keep trying and everytime I get errors in difffernt spots...well like I said scripting is not my stong part..and well even putting them into a game is too hard for me...sorry I gave it a try, Im sure anyone else here could do this in 1 min tops.
Title: Re: ActiveCountBattle
Post by: Falcon on November 20, 2006, 09:52:11 AM
You know, instead of asking someone to put the script in a project, why don't you post the errors your getting.
Title: Re: ActiveCountBattle
Post by: Snickers on November 20, 2006, 02:41:04 PM
Quote from: Darklord on November 20, 2006, 09:52:11 AM
You know, instead of asking someone to put the script in a project, why don't you post the errors your getting.

I can't even understand half of them...they wouldnt make sense its not an error in the script I know that for sure its teh way Im putting the thing in That i know im doing something wrong
Title: Re: ActiveCountBattle
Post by: Falcon on November 20, 2006, 07:58:31 PM
You don't understand them, but a damn scripter will. So post the error here so I can tell you what your doing wrong.

But if you don't want to post the error, fine, that saves me time.
Title: Re: ActiveCountBattle
Post by: Snickers on November 20, 2006, 11:26:42 PM
here you go:

Line 302 no method error occurred undefiened method 'draw_frame_text' for #<Bitmap:0x16bfcb8>
Title: Re: ActiveCountBattle
Post by: Falcon on November 20, 2006, 11:42:22 PM
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/???????????? ? KGC_FrameShadowText?
#_/----------------------------------------------------------------------------
#_/?draw_text ????????????????????????
#_/  Provides functions to draw texts which framed or dropped shadow.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

=begin
????? ?????? - Methods ???????????????????????
???? Class - Bitmap ????????????????????????????
? draw_frame_text(x, y, width, height, string[, align, frame_color])
? draw_frame_text(rect, string[, align, frame_color])
?   x, y          : ?????    [Integer]
?                   Destination.
?   width, height : ?????    [Integer]
?                   Size.
?   rect          : ????      [Rect]
?                   Rectangle.
?   string        : ?????    [String]
?                   Output text.
?   align         : ??????  [Integer]
?                   Alignment.
?   frame_color   : ????      [Color]
?                   Frame color.
? ??? frame_color ????????????????
? Draws a character string framed in 'frame_color'.
?
? draw_shadow_text(x, y, width, height, string[, align, frame_color])
? draw_shadow_text(rect, string[, align, frame_color])
?   x, y          : ?????    [Integer]
?                   Destination.
?   width, height : ?????    [Integer]
?                   Size.
?   rect          : ????      [Rect]
?                   Rectangle.
?   string        : ?????    [String]
?                   Output text.
?   align         : ??????  [Integer]
?                   Alignment.
?   frame_color   : ????      [Color]
?                   Frame color.
? ???????????????????
? Draws a character string which drops shadow to lower right.
?
????????????????????????????????????????
=end

$imported = {} if $imported == nil
$imported["FrameShadowText"] = true

#==============================================================================
# ? Bitmap
#==============================================================================

class Bitmap
  #--------------------------------------------------------------------------
  # ? ???????
  #     x, y, width, height, string[, align, frame_color]
  #     rect, string[, align, frame_color]
  #--------------------------------------------------------------------------
  def draw_frame_text(*args)
    # ????
    if args[0].is_a?(Rect)
      if args.size >= 2 && args.size <= 4
        # ?????????????????
        x, y = args[0].x, args[0].y
        width, height = args[0].width, args[0].height
        string = args[1]
        align = args[2].equal?(nil) ? 0 : args[2]
        frame_color = args[3].equal?(nil) ? Color.new(0, 0, 0) : args[3]
      else
        # ?????????????
        raise(ArgumentError, "wrong number of arguments(#{args.size} of #{args.size < 2 ? 2 : 4})")
        return
      end
    else
      if args.size >= 5 && args.size <= 7
        # ?????????????????
        x, y, width, height = args
        string = args[4]
        align = args[5].equal?(nil) ? 0 : args[5]
        frame_color = args[6].equal?(nil) ? Color.new(0, 0, 0) : args[6]
      else
        # ?????????????
        raise(ArgumentError, "wrong number of arguments(#{args.size} of #{args.size < 5 ? 5 : 7})")
        return
      end
    end
    # ??????
    origin_color = font.color.dup
    # ???
    font.color = frame_color
    draw_text(x - 1, y - 1, width, height, string, align)
    draw_text(x - 1, y + 1, width, height, string, align)
    draw_text(x + 1, y - 1, width, height, string, align)
    draw_text(x + 1, y + 1, width, height, string, align)
    # ??????
    font.color = origin_color
    draw_text(x, y, width, height, string, align)
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #     x, y, width, height, string[, align, shadow_color]
  #     rect, string[, align, shadow_color]
  #--------------------------------------------------------------------------
  def draw_shadow_text(*args)
    # ????
    if args[0].is_a?(Rect)
      if args.size >= 2 && args.size <= 4
        # ?????????????????
        x, y = args[0].x, args[0].y
        width, height = args[0].width, args[0].height
        string = args[1]
        align = args[2].equal?(nil) ? 0 : args[2]
        shadow_color = args[3].equal?(nil) ? Color.new(0, 0, 0) : args[3]
      else
        # ?????????????
        raise(ArgumentError, "wrong number of arguments(#{args.size} of #{args.size < 2 ? 2 : 4})")
        return
      end
    else
      if args.size >= 5 && args.size <= 7
        # ?????????????????
        x, y, width, height = args
        string = args[4]
        align = args[5].equal?(nil) ? 0 : args[5]
        shadow_color = args[6].equal?(nil) ? Color.new(0, 0, 0) : args[6]
      else
        # ?????????????
        raise(ArgumentError, "wrong number of arguments(#{args.size} of #{args.size < 5 ? 5 : 7})")
        return
      end
    end
    # ??????
    origin_color = font.color.dup
    # ???
    font.color = shadow_color
    draw_text(x + 2, y + 2, width, height, string, align)
    # ??????
    font.color = origin_color
    draw_text(x, y, width, height, string, align)
  end
end
Title: Re: ActiveCountBattle
Post by: Snickers on November 21, 2006, 12:30:44 AM
what do I do with that...I mean where do I insert that?
Title: Re: ActiveCountBattle
Post by: Snickers on November 21, 2006, 12:40:16 AM
OK i think it works now, I realized I should insert that into a new script so I did...now just gota find the right grafics and insert them
Title: Re: ActiveCountBattle
Post by: Snickers on November 21, 2006, 12:51:41 AM
strange I have inserted the right grafics files into the right folder...and it still says the same error unable to find the file?? Grafics/ACB/acb_order.png...

(https://rmrk.net/proxy.php?request=http%3A%2F%2Ff44.aaa.livedoor.jp%2F%7Eytomy%2Ftkool%2Frpgtech%2Fbattle%2Fimg%2Facb_order.png&hash=7b43cbf39a610fdcbb68e9ab328eb58964be3f6d)
Title: Re: ActiveCountBattle
Post by: Snickers on November 24, 2006, 06:57:56 AM
bump* what am I doing wrong now?
Title: Re: ActiveCountBattle
Post by: :) on November 24, 2006, 03:48:07 PM
I just tried to make you a demo, and I get the same dam problem! lol maybe someone else will do it.
Title: Re: ActiveCountBattle
Post by: Falcon on November 24, 2006, 03:52:20 PM
Did you guys make a folder called ACB in graphics and drop all the graphics from the site in there?
Title: Re: ActiveCountBattle
Post by: :) on November 24, 2006, 04:17:06 PM
OK, lol my problem wasnt the wrong location it was that when I saved the files I saved them as a diff format! not png...ok so I got past that, but now all the heros have the same grafic, where do I define which character has which grafic? and the enemy's also they all use E1, but i have made an E2 and saved it in there.
Title: Re: ActiveCountBattle
Post by: Falcon on November 24, 2006, 04:19:54 PM
you put a number like ai_01 or something like that, check the website.
Title: Re: ActiveCountBattle
Post by: :) on November 24, 2006, 05:00:26 PM
man, im just about done working with this shit! its pissing me off, I do add the line for the image, and name it replacing xx with the hero's character number, but now they ALL use the same image as actor number 2 even when I left actor 1's image in their and defiined it with 01!!!!!!! same with enemy's all enemy's now show 02 image even the first enemy
Title: Re: ActiveCountBattle
Post by: Falcon on November 24, 2006, 05:02:39 PM
acb_ai0X (X is the actor ID #) works.
Title: Re: ActiveCountBattle
Post by: :) on November 27, 2006, 03:04:16 PM
i'll start to attempt this once more...when I get back home from school
Title: Re: ActiveCountBattle
Post by: :) on November 28, 2006, 12:49:31 AM
NO dice! I have them named that way already...I think Im missing a new line and don't know how to write it..

ACB_ORDER_POSITION = [16, 2]
ACB_ORDER_ICON_POSITION = 16
ACB_ORDER_BACK = "acb_order.png"
ACB_ORDER_ICON_ACTOR = "acb_ai01{i}"
ACB_ORDER_ICON_ENEMY = "acb_ei01{i}"
ACB_ORDER_ICON_ENEMY = "acb_ei02{i}"
ACB_ORDER_ICON_DIGITS = 4
end

is that part right? or do I need to add
ACB_ORDER_ICON_ACTOR = "acb_ai02{i}"