#==============================================================================
#?++ Side View Battle (walking graphic edition) ver. 1.14 ++
#??Script by para dog
#??http://para.j-mx.com/
#------------------------------------------------------------------------------
# Walking graphics is indicated in the battlefield.
#==============================================================================
module SDVA
X_LINE = 450 # Battler indicatory coordinate of # transversal position
Y_LINE = 200 # Battler indicatory coordinate of vertical position
X_SPACE = 20 # Interval of battler of transversal position
Y_SPACE = 40 # Interval of battler of vertical position
X_POSITION = 20 # Formation [lateral separation of avant-garde medium defense rear guard]
Y_POSITION = 0 # Formation [longitudinal separation of avant-garde medium defense rear guard]
ATTACK_MOVE = true # When attacking it advances to before?( true / false )
SKILL_MOVE = true # At the time of skill use it advances to before? ( true / false )
ITEM_MOVE = false # At the time of item use it advances to before?( true / false )
MOVE_STEP = 1 # The number of portable steps
MOVE_PIXEL = 10 # The number of pixels around one step
PARTY_POS = 1 # Direction of character (0: Under/1: The left/2: The right/3: On)
WINDOWPOS_CHANGE = true # Is the command window indicated in side of the butler?( true / false )
end
#==============================================================================
# ? Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ? Acquisition in battle picture X coordinate
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
# Acquiring the formation
pos = $data_classes[self.class_id].position
x_pos = pos * SDVA::X_POSITION
scr_x = self.index * SDVA::X_SPACE + SDVA::X_LINE + x_pos
# At the time of portable action
if self.current_action.move_action == true
# It moves horizontally
scr_x += @shift_x
end
return scr_x
else
return 0
end
end
#--------------------------------------------------------------------------
# ? Acquisition in battle picture Y coordinate
#--------------------------------------------------------------------------
def screen_y
if self.index != nil
# Acquiring the formation
pos = $data_classes[self.class_id].position
y_pos = pos * SDVA::Y_POSITION
scr_y = self.index * SDVA::Y_SPACE + SDVA::Y_LINE + y_pos
# At the time of portable action
if self.current_action.move_action == true
# It moves vertically
scr_y += @shift_y
end
return scr_y
else
return 0
end
end
#--------------------------------------------------------------------------
# ? Acquisition in battle picture Z coordinate
#--------------------------------------------------------------------------
def screen_z
if self.index != nil
return self.index
else
return 0
end
end
end
#==============================================================================
# ? Game_Battler (Division definition 1)
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ? Open instance variable
#--------------------------------------------------------------------------
attr_reader :pattern # Walking pattern
attr_reader :trans_x # Migration length of X direction
attr_reader :moving # On the move flag
#--------------------------------------------------------------------------
# ? Object initialization
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
move_reset
end
#--------------------------------------------------------------------------
# ? Movement count
#--------------------------------------------------------------------------
def move
@moving = 1
if @step < SDVA::MOVE_STEP
# Until the number of steps is satisfied, movement
@pattern = (@pattern + 1) % 4
@step += 1
move_step
else
# Movement end
@pattern = 1
@moving = 2
end
end
#--------------------------------------------------------------------------
# ? Movement processing
#--------------------------------------------------------------------------
def move_step
# Portable coordinate is changed with the direction of the party
case SDVA::PARTY_POS
when 0
@shift_y = @step * SDVA::MOVE_PIXEL
when 1
@shift_x = -(@step * SDVA::MOVE_PIXEL)
when 2
@shift_x = @step * SDVA::MOVE_PIXEL
when 3
@shift_y = -(@step * SDVA::MOVE_PIXEL)
end
end
#--------------------------------------------------------------------------
# ? Reset of movement
#--------------------------------------------------------------------------
def move_reset
@moving = 0
@pattern = 0
@step = 0
@shift_x = 0
@shift_y = 0
end
end
#==============================================================================
# ? Game_BattleAction
#==============================================================================
class Game_BattleAction
#--------------------------------------------------------------------------
# ? Open instance variable
#--------------------------------------------------------------------------
attr_accessor :move_action # The action which it moves?
#--------------------------------------------------------------------------
# ? Clearing
#--------------------------------------------------------------------------
alias clear_sdva clear
def clear
clear_sdva
@move_action = false
end
end
#==============================================================================
# ? Sprite_Battler
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ? Frame renewal
#--------------------------------------------------------------------------
alias update_sdva update
def update
# When the battler is included in the actor,
if @battler.is_a?(Game_Actor)
# When file name or hue differs from present ones,
# When it is in the midst of acting,
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue or
@battler.current_action.basic == 0 or
@battler.current_action.kind != 3
# To acquire bit map, setting
@character_name = @battler.character_name
@character_hue = @battler.character_hue
# Drawing walking graphics
self.bitmap = RPG::Cache.character(@character_name, @character_hue)
cw = self.bitmap.width / 4
ch = self.bitmap.height / 4
@width = cw
@height = ch
if @battler.current_action.move_action == true
# You make walk
@battler.move
else
@battler.move_reset
end
# Setting transfer original rectangle
sx = @battler.pattern * cw
sy = SDVA::PARTY_POS * ch
self.src_rect.set(sx, sy, cw, ch)
self.ox = @width / 2
self.oy = @height
# If hiding state opacity is designated as 0
if @battler.hidden
self.opacity = 0
end
end
end
update_sdva
end
end
#==============================================================================
# ? Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ? Setup of actor command window
#--------------------------------------------------------------------------
alias phase3_setup_command_window_sdva phase3_setup_command_window
def phase3_setup_command_window
phase3_setup_command_window_sdva
if SDVA::WINDOWPOS_CHANGE
# Setting the position of the actor command window
case SDVA::PARTY_POS
when 0
x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
y_pos = @active_battler.screen_y
when 1
x_pos = @active_battler.screen_x - @actor_command_window.width - 16
y_pos = @active_battler.screen_y - @actor_command_window.height
when 2
x_pos = @active_battler.screen_x + 16
y_pos = @active_battler.screen_y - @actor_command_window.height
when 3
x_pos = @active_battler.screen_x - (@actor_command_window.width/2)
y_pos = @active_battler.screen_y - @actor_command_window.height - 48
end
@actor_command_window.x = x_pos >= 0 ? x_pos : 0
@actor_command_window.x = x_pos+@actor_command_window.width <= 640 ? x_pos : 640-@actor_command_window.width
@actor_command_window.y = y_pos >= 0 ? y_pos : 0
@actor_command_window.y = y_pos+@actor_command_window.height <= 480 ? y_pos : 480-@actor_command_window.height
# Way it does not hide in the status window,
@actor_command_window.z = 9999
end
end
#--------------------------------------------------------------------------
# ? Frame renewal (main phase step 3: Conduct side animation)
#--------------------------------------------------------------------------
alias update_phase4_step3_sdva update_phase4_step3
def update_phase4_step3
if SDVA::ATTACK_MOVE
if @active_battler.current_action.basic == 0
@active_battler.current_action.move_action = true
end
end
if SDVA::SKILL_MOVE
if @active_battler.current_action.kind == 1
@active_battler.current_action.move_action = true
end
end
if SDVA::ITEM_MOVE
if @active_battler.current_action.kind == 2
@active_battler.current_action.move_action = true
end
end
# The battler to be included by the actor, in portable action
if @active_battler.is_a?(Game_Actor) and
@active_battler.current_action.move_action
# At the time of movement end
if @active_battler.moving == 2
update_phase4_step3_sdva
end
elsif @active_battler.moving == 0
update_phase4_step3_sdva
end
end
#--------------------------------------------------------------------------
# ? Frame renewal (main phase step 6: Refreshment)
#--------------------------------------------------------------------------
alias update_phase4_step6_sdva update_phase4_step6
def update_phase4_step6
@active_battler.current_action.move_action = false
@active_battler.move_reset
update_phase4_step6_sdva
end
end
#==============================================================================
# ? Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ? Object initialization
#--------------------------------------------------------------------------
alias initialize_sdva initialize
def initialize
initialize_sdva
@viewport2.z = 1
end
end
#==============================================================================
# ? Arrow_Actor
#==============================================================================
class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ? Frame renewal
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# Under cursor
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@index += 1
@index %= $game_party.actors.size
end
# With respect to cursor
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@index += $game_party.actors.size - 1
@index %= $game_party.actors.size
end
end
end
#==============================================================================
# ? Arrow_Enemy
#==============================================================================
class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# ? Frame renewal
#--------------------------------------------------------------------------
alias update_sdva update
def update
update_sdva
# Under cursor
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
# With respect to cursor
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
$game_troop.enemies.size.times do
@index += $game_troop.enemies.size - 1
@index %= $game_troop.enemies.size
break if self.enemy.exist?
end
end
end
end
I tried to translate it in google.