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Script Reqeusts

Started by subzero, April 08, 2007, 02:50:13 AM

0 Members and 1 Guest are viewing this topic.

subzero

A load of Script reqeusts lol  :D
Im trying to make a 2D fighting game. What Ill need is..
1)The ABS that fits with my game of course
[spoiler]Super Smash Brothers Like ABS.[/spoiler]
2)A Hud I can customized with a tut
[spoiler]Health,Magic Points,Time Limit,Rounds, anything dat is in a fighting.[/spoiler]
3)A Platform Script that someone can help me customize to make it work with the other scripts
[spoiler]Also if there is an edited one where pressing up mmakes u fly that would be great.[/spoiler]
4)Also a script where you can select stages and characters.
[spoiler]Hovering over the characters bring up a pic or animation of the character.[/spoiler]
There might be more  :police:
I just need to see If I can get these scripts first.

Thanks in advanced



Mistrust

I dont know if this is what you wanted

#==============================================================================
# ** Character Select
#==============================================================================
# Raziel
# Version 1.1
# 2006-10-24
#------------------------------------------------------------------------------
# Instructions:
#   Actor 1 - 7 are the actors in your database, so Actor1 = 1 means
#   that the first character shown is the first actor in your database.
#   Just exchange the numbers to change the actors
#
#   Actor1_Text is the displayed text for the actor.
#   You can write up to four lines.
#   Only edit the lines within the module.
#
#   To call it use $scene = Scene_CharacterSelect.new in a call script command
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Character Select', 'Raziel', 1.1, '2006-11-01')

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Character Select')
 #==============================================================================
 # ** Actor_Select module
 #==============================================================================
 # Changes can be done here
 #------------------------------------------------------------------------------
 module Actor_Select
   # loading actor and classes
   $data_actors = load_data("Data/Actors.rxdata")
   $data_classes = load_data("Data/Classes.rxdata")
   #----BEGIN EDIT-----
   # select actors from your database
   Actor1 = 1
   Actor2 = 2
   Actor3 = 3
   Actor4 = 4
   Actor5 = 5
   Actor6 = 6
   Actor7 = 7
   # select your text to be shown when you select an actor
   Selection_Text = "Do you want to choose this player?"
   # text that will show your characters name, class and info
   Actor1_Text = ["Name: " + $data_actors[Actor1].name,
                  "Class: " + $data_classes[$data_actors[Actor1].class_id].name,
                  "Info: ",
                  ""]
   Actor2_Text = ["Name: " + $data_actors[Actor2].name,
                  "Class: " + $data_classes[$data_actors[Actor2].class_id].name,
                  "Info: ",
                  ""]
   Actor3_Text = ["Name: " + $data_actors[Actor3].name,
                  "Class: " + $data_classes[$data_actors[Actor3].class_id].name,
                  "Info: ",
                  ""]
   Actor4_Text = ["Name: " + $data_actors[Actor4].name,
                  "Class: " + $data_classes[$data_actors[Actor4].class_id].name,
                  "Info: ",
                  ""]
   Actor5_Text = ["Name: " + $data_actors[Actor5].name,
                  "Class: " + $data_classes[$data_actors[Actor5].class_id].name,
                  "Info: ",
                  ""]
   Actor6_Text = ["Name: " + $data_actors[Actor6].name,
                  "Class: " + $data_classes[$data_actors[Actor6].class_id].name,
                  "Info: ",
                  ""]
   Actor7_Text = ["Name: " + $data_actors[Actor7].name,
                  "Class: " + $data_classes[$data_actors[Actor7].class_id].name,
                  "Info: ",
                  ""]
   # choose the actor's reating from 1 to 5
   Actor1_Rating = 1
   Actor2_Rating = 2
   Actor3_Rating = 3
   Actor4_Rating = 4
   Actor5_Rating = 5
   Actor6_Rating = 5
   Actor7_Rating = 5
   #se plays when you made your actor decision
   SE = "056-Right02"
   #background bgm plays during these scene
   BGM = "013-Theme02"
   #scene's background picture
   Background = "" #background picture must be in the pictures folder
   #change it to battler to show the battler
   Graphic = "battler"  #change it to character to show the character
 end
 #----STOP EDIT-----
 #==============================================================================
 # ** Window_CharacterChoose
 #==============================================================================

 class Window_CharacterChoose < Window_Selectable
   attr_accessor :sprite
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize
     super(0, 0, 640, 480)
     self.contents = Bitmap.new(width - 32, height - 32)
     self.index = 0
     self.opacity = 0
     @column_max = 7
     @item_max = 7
     @sprite = 1
     refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     for i in 1..7
       x2 = Actor_Select::Graphic == "character" ? i * 80 - 40 : i * 80 - 80
       y2 = Actor_Select::Graphic == "character" ? 180 : 50
       @back_sprite = eval("$data_actors[Actor_Select::Actor#{i}]")
       bitmap2 = eval("RPG::Cache.#{Actor_Select::Graphic}(@back_sprite.#{Actor_Select::Graphic}_name, @back_sprite.#{Actor_Select::Graphic}_hue)")
       bw2 = Actor_Select::Graphic == "character" ? bitmap2.width / 4 : bitmap2.width
       bh2 = Actor_Select::Graphic == "character" ? bitmap2.height / 4 : bitmap2.height
       self.contents.blt(x2, y2, bitmap2, Rect.new(0,0,bw2, bh2), 100)
     end
     x = Actor_Select::Graphic == "character" ? @sprite * 80 - 40 : @sprite * 80 - 80
     @actor_sprite = eval("$data_actors[Actor_Select::Actor#{@sprite}]")
     bitmap = eval("RPG::Cache.#{Actor_Select::Graphic}(@actor_sprite.#{Actor_Select::Graphic}_name, @actor_sprite.#{Actor_Select::Graphic}_hue)")
     bw = Actor_Select::Graphic == "character" ? bitmap.width / 4 : bitmap.width
     bh = Actor_Select::Graphic == "character" ? bitmap.height / 4 : bitmap.height
     self.contents.blt(x, y2, bitmap, Rect.new(0,0,bw, bh))
   end
   #--------------------------------------------------------------------------
   # * Cursor Rectangle Update
   #--------------------------------------------------------------------------
   def update_cursor_rect
     self.cursor_rect.empty
   end
 end
 #==============================================================================
 # ** Window_ShowText
 #==============================================================================

 class Window_ShowText < Window_Base
   attr_accessor :actor_rating
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize
     super(0, 0, 640, 160)
     self.contents = Bitmap.new(width - 32, height - 32)
     @actor_rating = 0
   end
   #--------------------------------------------------------------------------
   # * Set Text
   #  text  : text string displayed in window
   #  align : alignment (0..flush left, 1..center, 2..flush right)
   #--------------------------------------------------------------------------
   def set_text(text, align = 0)
     @text = text
     @align = align
     refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
     self.contents.clear
     for text in @text
       self.contents.font.color = normal_color
       self.contents.draw_text(4, @text.index(text)*32, 640, 32, text, @align)
       for y in 1..5
         x = y * 32 + 420
         bitmap = RPG::Cache.icon("")
         self.contents.blt(x, 0, bitmap, Rect.new(0, 0,bitmap.width, bitmap.height), 25)
       end
       for i in 1..@actor_rating
         x2 = i * 32 + 420
         bitmap2 = RPG::Cache.icon("")
         self.contents.blt(x2, 0, bitmap2, Rect.new(0, 0,bitmap2.width, bitmap2.height))
       end
     end
   end
 end
 #==============================================================================
 # ** Scene_CharacterSelect
 #==============================================================================

 class Scene_CharacterSelect
   #--------------------------------------------------------------------------
   # * Main Processing
   #--------------------------------------------------------------------------
   def main
     $game_temp.map_bgm = $game_system.playing_bgm
     Audio.bgm_play("Audio/BGM/" + Actor_Select::BGM, 100, 100)
     @background = Sprite.new
     @background.bitmap = RPG::Cache.picture(Actor_Select::Background)
     @text_window = Window_Base.new(145,0,350,64)
     @text_window.contents = Bitmap.new(318, 32)
     @text_window.contents.draw_text(4, 0, 350, 32, Actor_Select::Selection_Text)
     @choice_window = Window_Command.new(160,["Yes", "No"])
     @choice_window.x = 240
     @choice_window.y = 64
     @choice_window.z = 9998
     @character_window = Window_CharacterChoose.new
     @help_window = Window_ShowText.new
     @help_window.y = 320
     @help_window.height = 160
     @text_window.visible = false
     @choice_window.visible = false
     @choice_window.active = false
     Graphics.transition
     # Main loop
     loop do
       # Update game screen
       Graphics.update
       # Update input information
       Input.update
       # Frame update
       update
       # Abort loop if screen is changed
       if $scene != self
         break
       end
     end
     # Prepare for transition
     Graphics.freeze
     # Dispose of windows
     @character_window.dispose
     @help_window.dispose
     @choice_window.dispose
     @text_window.dispose
     @background.dispose
   end
   #--------------------------------------------------------------------------
   # * Frame Update
   #--------------------------------------------------------------------------
   def update
     @character_window.update
     @help_window.update
     @choice_window.update
     @help_window.actor_rating = eval("Actor_Select::Actor#{@character_window.index + 1}_Rating")
     if @character_window.active
       update_character
       return
     elsif @choice_window.active
       update_choice
       return
     end
   end
   #--------------------------------------------------------------------------
   # * Frame Update (when character window is active)
   #--------------------------------------------------------------------------
   def update_character
     eval("@help_window.set_text(Actor_Select::Actor#{@character_window.index + 1}_Text)")
     if Input.trigger?(Input::B)
       $game_system.se_play($data_system.cancel_se)
       $scene = Scene_Map.new
       Audio.bgm_stop
       $game_system.bgm_play($game_temp.map_bgm)
       return
     end
     if Input.trigger?(Input::C)
       $game_system.se_play($data_system.decision_se)
       @choice_window.visible = true
       @choice_window.active = true
       @text_window.visible = true
       @character_window.active = false
     end
     if Input.repeat?(Input::RIGHT)
       unless @character_window.sprite == 7
         @character_window.sprite += 1
       end
       @character_window.refresh
     end
     if Input.repeat?(Input::LEFT)
       unless @character_window.sprite == 1
         @character_window.sprite -= 1
       end
       @character_window.refresh
     end
   end
   #--------------------------------------------------------------------------
   # * Frame Update (when choice window is active)
   #--------------------------------------------------------------------------
   def update_choice
     if Input.trigger?(Input::B)
       $game_system.se_play($data_system.cancel_se)
       @choice_window.active = false
       @choice_window.visible = false
       @choice_window.index = 0
       @text_window.visible = false
       @character_window.active = true
       return
     end
     if Input.trigger?(Input::C)
       case @choice_window.index
       when 0
         eval("$game_party.actors[0] = $game_actors[Actor_Select::Actor#{@character_window.index + 1}]")
         Audio.se_play("Audio/SE/" + Actor_Select::SE)
         $game_player.refresh
         $scene = Scene_Map.new
         Audio.bgm_stop
         $game_system.bgm_play($game_temp.map_bgm)
       when 1
         $game_system.se_play($data_system.cancel_se)
         @choice_window.active = false
         @choice_window.visible = false
         @choice_window.index = 0
         @text_window.visible = false
         @character_window.active = true
       end
     end
   end
 end
 
 #--------------------------------------------------------------------------
 # * End SDK Enable Test
 #--------------------------------------------------------------------------
end

Instructions

Instructions are within the script

FAQ

How to display a picture for a certain character pressing the A button.

#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.state('Character Select') == true
 #==============================================================================
 # ** Scene_CharacterSelect
 #==============================================================================
 class Scene_CharacterSelect
   #--------------------------------------------------------------------------
   # * Alias Listings
   #--------------------------------------------------------------------------
   alias raz_image_character_update update
   #--------------------------------------------------------------------------
   # * Frame Update
   #--------------------------------------------------------------------------
   def update
     raz_image_character_update
     if Input.trigger?(Input::A) and @character_window.active
       @sprite = Sprite.new
       @sprite.bitmap = eval("RPG::Cache.picture($data_actors[Actor_Select::Actor#{@character_window.index + 1}].character_name)")
       @sprite.x, @sprite.y = 0, 0
       @character_window.active = false
       return
     end
     if !@character_window.active and @sprite
       if Input.trigger?(Input::C)
         @sprite.dispose
         @sprite = nil
         @character_window.active = true
         return
       end
     end
   end
 end
 #--------------------------------------------------------------------------
 # * End SDK Enable Test
 #--------------------------------------------------------------------------
end


Compatibility

SDK compatible and Compliant. This script needs the SDK in order to work.

some guy named raziel did this im not taking any credit

subzero

#2
Thanks  ;D
Ill give it a try and mess around with it.
Do you have the SDK for this? I cant find it.



Mistrust

no sry maybe if i find the demo to it i will post it here for ya

subzero




:)

Watch out for: HaloOfTheSun

subzero

cool, dats a rly nice HUD  ;D
Ill give it a try once I get all my resources togethor