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****
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Level 89
I is my hero!
Code: [Select]
#==============================================================================
#?++??????????(?????????)?ver. 1.14?++
#??Script by ???
#??http://para.j-mx.com/
#------------------------------------------------------------------------------
# ????????????????????????
#==============================================================================

module SDVA
 
  X_LINE = 500        # ????????????
  Y_LINE = 200        # ????????????
  X_SPACE = 15        # ?????????????
  Y_SPACE = 40        # ?????????????
  X_POSITION = 25     # ??[????????]????
  Y_POSITION = 0      # ??[????????]????
 
  ATTACK_MOVE = true  # ???????????( true / false )
  SKILL_MOVE = true   # ??????????????( true / false )
  ITEM_MOVE = false   # ???????????????( true / false )
  MOVE_STEP = 1       # ????
  MOVE_PIXEL = 10     # ???????????
 
  PARTY_POS = 1       # ?????????( 0:? / 1:? / 2:? / 3:? )

  WINDOWPOS_CHANGE = true   # ??????????????????????( true / false )

  end
 
#==============================================================================
# ? Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ? ????? X ?????
  #--------------------------------------------------------------------------
  def screen_x
    if self.index != nil
      # ?????
      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
      # ??????????
      if self.current_action.move_action == true
        # ????
        scr_x += @shift_x
      end
      return scr_x
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # ? ????? Y ?????
  #--------------------------------------------------------------------------
  def screen_y
    if self.index != nil
      # ?????
      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
      # ??????????
      if self.current_action.move_action == true
        # ????
        scr_y += @shift_y
      end
      return scr_y
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # ? ????? Z ?????
  #--------------------------------------------------------------------------
  def screen_z
    if self.index != nil
      return self.index
    else
      return 0
    end
  end
end

#==============================================================================
# ? Game_Battler (???? 1)
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_reader   :pattern        # ??????
  attr_reader   :trans_x        # X???????
  attr_reader   :moving         # ??????
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  alias initialize_sdva initialize
  def initialize
    initialize_sdva
    move_reset
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def move
    @moving = 1
      if @step < SDVA::MOVE_STEP
        # ??????????
        @pattern = (@pattern + 1) % 4
        @step += 1
        move_step
      else
        # ????
        @pattern = 1
        @moving = 2
      end
  end
  #--------------------------------------------------------------------------
  # ? ????
  #--------------------------------------------------------------------------
  def move_step
  # ???????????????????
  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
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def move_reset
    @moving = 0
    @pattern = 0
    @step = 0
    @shift_x = 0
    @shift_y = 0
  end
end

#==============================================================================
# ? Game_BattleAction
#==============================================================================

class Game_BattleAction
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_accessor :move_action             # ??????????
  #--------------------------------------------------------------------------
  # ? ???
  #--------------------------------------------------------------------------
  alias clear_sdva clear
  def clear
    clear_sdva
    @move_action = false
  end
end

#==============================================================================
# ? Sprite_Battler
#==============================================================================

class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias update_sdva update
  def update
    # ????????????????
    if @battler.is_a?(Game_Actor)
      # ????????????????????
      # ??????
      if @battler.battler_name != @battler_name or
         @battler.battler_hue != @battler_hue or
         @battler.current_action.basic == 0 or
         @battler.current_action.kind != 3
        # ????????????
        @character_name = @battler.character_name
        @character_hue = @battler.character_hue
        # ???????????
        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
          # ????
          @battler.move
        else
          @battler.move_reset
        end
        # ?????????
        sx = @battler.pattern * cw
        sy = SDVA::PARTY_POS * ch
        self.src_rect.set(sx, sy, cw, ch)
        self.ox = @width / 2
        self.oy = @height
        # ??????????? 0 ???
        if @battler.hidden
          self.opacity = 0
        end
      end
    end
    update_sdva
  end
end
 
#==============================================================================
# ? Scene_Battle
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # ? ????????????????????
  #--------------------------------------------------------------------------
  alias phase3_setup_command_window_sdva phase3_setup_command_window
  def phase3_setup_command_window
    phase3_setup_command_window_sdva
    if SDVA::WINDOWPOS_CHANGE
      # ???????????????????
      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
      # ??????????????????
      @actor_command_window.z = 9999
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????? (??????? ???? 3 : ??????????)
  #--------------------------------------------------------------------------
  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
    # ??????????????????????
    if @active_battler.is_a?(Game_Actor) and
     @active_battler.current_action.move_action
      # ?????
      if @active_battler.moving == 2
        update_phase4_step3_sdva
      end
    elsif @active_battler.moving == 0
      update_phase4_step3_sdva
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????? (??????? ???? 6 : ??????)
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  alias initialize_sdva initialize
  def initialize
    initialize_sdva
    @viewport2.z = 1
  end
end

#==============================================================================
# ? Arrow_Actor
#==============================================================================

class Arrow_Actor < Arrow_Base
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias update_sdva update
  def update
    update_sdva
    # ?????
    if Input.repeat?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      @index += 1
      @index %= $game_party.actors.size
    end
    # ?????
    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
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias update_sdva update
  def update
    update_sdva
    # ?????
    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
    # ?????
    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 need help with this script, for some reason when I only have one party member they don't show up, then when two only one shows up. With three and four party members all of them show up.

***
Rep:
Level 87
Kotae Wa Kitte Nai...ii?
Any other scripts you're using?
Dude do you break dance?

****
Rep:
Level 89
I is my hero!
Yes, these two:

Tons of Add-ons by Blizzard CMS By Sirsk8aton

Though after deleting them it made no difference

***
Rep:
Level 88
supsup
lol i dont read japanese
For Free Web Design, E-mail us at freewebdesign@gmail.com

*****
<3
Rep:
Level 90
Well it is possible for someone to know how to work the script if they read it, the Japanese parts are only comments so if someone revised the script they could understand it...

Don't look at me =3

~Winged



****
Rep:
Level 89
I is my hero!
Code: [Select]
#==============================================================================
#?++ 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.