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Can someone edit this script please?

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I don't think this should be too hard but you'll need to know about adding bars into scripts and etc. which i don't.

This is a 3 person battle scene edit by 'DerVVulfman':

Code: [Select]
#===============================================================================
# ** Three-Member Battlestatus
#------------------------------------------------------------------------------
#    by DerVVulfman
#    version 1.0
#    06-12-2007
#    SDK 2.2+ Compliant (Rewrote two defs in Window_BattleStatus for design)
#-------------------------------------------------------------------------------
#
#  This system replaces the default battlestatus window  with a revised system
#  that was designed for only three-party systems.  As it 'may' work with par-
#  ties of four or higher, only the first three battlers will be listed on the
#  screen.
#
#  By design, the Actor Command Window which displays all the typical functions
#  is now relocated into a  'fixed'  position at the bottom left  of the screen
#  instead of appearing over the stats of the current battler.  As such, I had
#  created an option  to show a pop-up window  over the 'actor command window'.
#  This pop-up window shows the name of the current battler.
#
#  Also, being me...  I set the system up  so you can change the opacity levels
#  of the battlestatus window and borders.  This works best when the battleback
#  image is stretched to fill the whole screen instead of the default '640x320'
#  size.
#
#  And as a further bonus, this system can work with the default system and the
#  RTAB battlesystem.  You merely need to edit the 'RTAB_BATTLESTATUS' value to
#  true for it to work with the RTAB system
#
#-------------------------------------------------------------------------------
#
#  NOTE:  This script was a request by Mastermind to work in tandem with a side
#  view battle script.
#
#==============================================================================


   #=======================================================================#
   #  **  C  O  N  F  I  G  U  R  A  T  I  O  N      S  Y  S  T  E  M  **  #
   #=======================================================================#

  # Actor Command Window
  ACTOR_CMD_OPACITY       = 255     # Transparency of the border (0-255)
  ACTOR_CMD_BACK_OPACITY  = 191     # Transparency of the background (0-255)

  # Actor Name Window
  ACTOR_NAME_WINDOW       = true    # If true, the actor name window is visible
  ACTOR_NAME_OPACITY      = 255     # Transparency of the border
  ACTOR_NAME_BACK_OPACITY = 191     # Transparency of the background
 
  # Battlestatus Window
  BATTLESTAT_FIXED        = true    # If true, the b-stat window is full-sized
  BATTLESTAT_OPACITY      = 255     # Transparency of the border (0-255)
  BATTLESTAT_BACK_OPACITY = 191     # Transparency of the background (0-255)
 
  RTAB_BATTLESTATUS       = false   # Set value to true if using RTAB or CTAB 
 
   #========================================================================
   #            C O N F I G U R A T I O N   S Y S T E M   E N D            #
   #========================================================================



#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Main Processing
  #-------------------------------------------------------------------------- 
  alias tmb_main main
  def main
    # Make other windows
    @dummy_command_window               = Window_Actor_Command_Dummy.new
    @dummy_hero_window                  = Window_Actor_Command_Hero.new(nil)
    # Make the hero name window false
    @dummy_hero_window.visible          = false
    # Set the opacities
    @dummy_command_window.opacity       = ACTOR_CMD_OPACITY
    @dummy_command_window.back_opacity  = ACTOR_CMD_BACK_OPACITY
    @dummy_hero_window.opacity          = ACTOR_NAME_OPACITY
    @dummy_hero_window.back_opacity     = ACTOR_NAME_BACK_OPACITY
    # The original call
    tmb_main
    # Dispose of windows
    @dummy_command_window.dispose
    @dummy_hero_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Actor Command Window Setup
  #-------------------------------------------------------------------------- 
  alias tmb_p3scw phase3_setup_command_window
  def phase3_setup_command_window
    # Perform the original call
    tmb_p3scw
    # Ensure command window position
    @actor_command_window.x = 0
    @actor_command_window.y = 320
    # Set the opacity
    @actor_command_window.opacity       = ACTOR_CMD_OPACITY
    @actor_command_window.back_opacity  = ACTOR_CMD_BACK_OPACITY   
    # Hide the Fake Actor Window
    @dummy_command_window.visible = false
    # If the Name window option is on
    if ACTOR_NAME_WINDOW
      # Show the hero window &  use current battler name
      @dummy_hero_window.visible = true
      @dummy_hero_window.refresh($game_party.actors[@actor_index])
    end
  end
  #--------------------------------------------------------------------------
  # * Go to Command Input for Next Actor
  #-------------------------------------------------------------------------- 
  alias tmb_p3na phase3_next_actor
  def phase3_next_actor
    # if the Name Window option is on
    if ACTOR_NAME_WINDOW
      # Hide the hero name window
      @dummy_hero_window.visible = false
    end
    # Show the Fake Actor Window
    @dummy_command_window.visible = true
    # Perform the original call
    tmb_p3na 
  end
  #--------------------------------------------------------------------------
  # * Go to Command Input of Previous Actor
  #--------------------------------------------------------------------------
  alias tmb_p3pa phase3_prior_actor
  def phase3_prior_actor
    # If the Name Window option is on
    if ACTOR_NAME_WINDOW
      # Hide the hero name window
      @dummy_hero_window.visible = false
    end
    # Show the Fake Actor Window
    @dummy_command_window.visible = true
    # Perform the original call
    tmb_p3pa 
  end 
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : basic command)
  #--------------------------------------------------------------------------
  alias tmb_up3bc update_phase3_basic_command
  def update_phase3_basic_command
    # Show the Fake Actor Window
    @dummy_command_window.visible = true
    # Perform the original call   
    tmb_up3bc
  end
end



#==============================================================================
# ** Window_Actor_Command_Dummy
#------------------------------------------------------------------------------
#  This window is a substitute/placeholder for the Actor Command Window.
#==============================================================================

class Window_Actor_Command_Dummy < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #-------------------------------------------------------------------------- 
  def initialize
    super(0, 320, 160, 160)
    self.contents      = Bitmap.new(width - 32, height - 32)   
    self.opacity       = ACTOR_CMD_OPACITY
    self.back_opacity  = ACTOR_CMD_BACK_OPACITY
  end
end



#==============================================================================
# ** Window_Actor_Command_Hero
#------------------------------------------------------------------------------
#  This window shows the name of the currently available battler.
#==============================================================================

class Window_Actor_Command_Hero < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #-------------------------------------------------------------------------- 
  def initialize(actor)
    super(0, 256, 160, 64)
    self.contents         = Bitmap.new(width - 32, height - 32)   
              self.contents.font.name = "Arial"
      self.contents.font.size = $fontsize
    self.opacity          = ACTOR_NAME_OPACITY
    self.back_opacity     = ACTOR_NAME_BACK_OPACITY
    refresh(actor)
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
  end 
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(actor)
    self.contents.clear
    # Only draw name if present
    unless actor == nil
      draw_actor_name(actor, 4, 0)
    end
  end 
end



#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # If the battlestatus window is a fixed size
    if BATTLESTAT_FIXED
      width = 480
    # else, the battlestauus window resizes based on party size 
    else
      width = $game_party.actors.size * 160
    end
    super(160, 320, width, 160)
    self.opacity          = BATTLESTAT_OPACITY
    self.back_opacity     = BATTLESTAT_BACK_OPACITY
    # If using a battlesystem by Cogwheel
    if RTAB_BATTLESTATUS   
      @actor_window = []
      for i in 0...$game_party.actors.size
        @actor_window.push(Window_ActorStatus.new(i, 160 + i * 160))
      end
    # else, if using the default system 
    else
      self.contents = Bitmap.new(width - 32, height - 32)     
    end
    @level_up_flags = [false, false, false, false]
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  alias tmb_r refresh
  def refresh(number = 0)
    # Obtain window size based on battlers available
    width = $game_party.actors.size * 160
    # If the battlestauus window resizes based on party size
    unless BATTLESTAT_FIXED
      self.width = width
      self.contents = Bitmap.new(width - 32, height - 32) 
    end
    # If using a battlesystem by Cogwheel
    if RTAB_BATTLESTATUS
      @actor_window = []
      for i in 0...$game_party.actors.size
        @actor_window.push(Window_ActorStatus.new(i, 160 + i * 160))
      end     
      # Perform the original call (Cogwheel version)
      tmb_r(number)
    # else, if using the default system
    else
      # Perform the original call
      tmb_r
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Renewal
  #--------------------------------------------------------------------------
  def update
    super
    self.opacity          = BATTLESTAT_OPACITY
    self.back_opacity     = BATTLESTAT_BACK_OPACITY
    # If using a battlesystem by Cogwheel
    if RTAB_BATTLESTATUS
      for window in @actor_window
        window.update
      end
    end
  end
end

and this is how it turns out:

Spoiler for:

sorry about the bad characters, when i took the shot i was using a side view but with the original sprites andi wasjust testing this out so i just got rid of them in paint.

now, this is how i want it to turn out:

Spoiler for:
ok, I am using a side view battle system, so my characters will go on the right of the screen and enemies on the left.

an explenation of what i want, could someone re do this three person battlestatus by Dervvulfman so: it has the hp and mp bars, characters names and their atb gauge in the window like shown in the second image. I’d like the health and mp bars to be a bar but with the number in the middle of it like this

HP[///////240/240///////]     MP[////50/50////]

could you please do the mp bar smaller than than the HP bar as the mp will only go up to 999 where the hp will go 9999 or higher (im not sure yet) and the colors of the bars will be green for the health and blue for the mp.

if that is too hard just put the health and mp bars as numbers but keep atb gauge as bar. if possible, don’t put their status, only put the things I’ve written on the image (im going to have a certain animation for each status).

and if its possible, make the windows which contain the names and stuff and the command window a smaller height (so it doesnt take up so much of t middle of the screen).

If anyone CAN help, let me know. if you CAN'T help then also let me know :D... just so i don't have to keep bumping and i'll try somewhere else.
If you do decide to help, if you feel like it make it customisable ( colours and stuff) so if anyone else wants to use this they can. but if not then just do it how i asked if thats easier. I hope i explained it in good detail.

The things i am about to list aren't as important as as the thing above because i REALLY want that, but if it's possible could anyone rewrite these windows menus for 3 people and put them evenly in the windows so it looks good for three people and not so there looks like another person could fit in, or put a link to where I can get them:

-main menu (where it says items and equip etc.)
-save
-party switcher
-an in battle switcher like final fantasy 10 (I think I saw a script for this somewhere, if not don’t worry about it
-any other windows that have four people in them that I havn’t listed.

Also, is there a way i can change ONLY the font of the command window in the battle? because i just want to change its font and no other font.

and one more question, sorry :P, is there any in-battle anti-lag scripts?

thankyou anyone who can help, pleeease let me know so i dont have to bump.. i hate bumping
Time is never WASTED when your WASTED all the time

Which Final Fantasy Character Are You?
Final Fantasy 7

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look for deVV thread and look for his battle_status script so you can do that.

its very easy to edit and customize even without any scripting knowledge here is a prev of what you can do

Spoiler for:

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Level 87
umm i'm not sure what you mean.... but the script i put up is his and its not a side view script, its a edit to the battle status which can be used for side view or normal view and all i want  is for someone to put the bars like i explained. and maybe the other ones too. but please explain what you mean. sry
Time is never WASTED when your WASTED all the time

Which Final Fantasy Character Are You?
Final Fantasy 7

****
Rep:
Level 88
PSP
umm i'm not sure what you mean.... but the script i put up is his and its not a side view script, its a edit to the battle status which can be used for side view or normal view and all i want  is for someone to put the bars like i explained. and maybe the other ones too. but please explain what you mean. sry

it work for all battle system it just alternate your battle status window to your liking cant seem to find the link tto the thread but its somewhere in hbgames.org

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i think i've tried that 1.. hmm im not sure but i dont really like the way its set out. i kinda just want someone to do my request :)

i dont think it should be too hard, i just want someone to add health, mp et.c bars to it...
« Last Edit: June 21, 2007, 09:21:02 AM by sherper1 »
Time is never WASTED when your WASTED all the time

Which Final Fantasy Character Are You?
Final Fantasy 7

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Time is never WASTED when your WASTED all the time

Which Final Fantasy Character Are You?
Final Fantasy 7

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Ontamarama FTW! :D
Try out cog wheel's script, it shows hp and mp and it even has a waiting bar that fills up until it's that characters turn, I think it may be sort of what you want.

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no, i already have a side view. trust me i know what you're talking about. all i want is an edit to this script. i've got a fine side view system, this is an edit to the battle status menu
Time is never WASTED when your WASTED all the time

Which Final Fantasy Character Are You?
Final Fantasy 7

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Rep:
Level 87
Time is never WASTED when your WASTED all the time

Which Final Fantasy Character Are You?
Final Fantasy 7