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Dark Side

Started by rpgmaker, March 24, 2006, 02:26:02 PM

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rpgmaker

JH PRODUCTIONS PRESENTS: DARK SIDE
WITH MANY THANKS TO OSSIE VALLIER

Story

Three heroes set off on an adventure to find the gang called REX DEORUM after a member of it destroys their gym and sensei.

Features

2 Different endings: YOU chose how to be, either good or evil.
A nice world map screen: Chose where to enter.
Different battle system: Better than the standard!

Characters

Butch Cypruss

Age: 18
Sex: Likes it, I mean male :lol:
Weapon: Swords
Profile: Abadoned at an age of 3 he was adopted by the sensei of a dojo. What mysterious lie around his birth?

Berith Taketsu

Age: 21
Sex: Male
Weapon: Magic
Profile: Son of the sensei of the dojo. He only finds out of his special powers once he sets on his adventure.

Nataka Okihawa

Age: 17
Sex: Female
Weapon: Fists
Profile: Nataka is from an Elven village in the deep forests of Okihawa. Her background is shrouded in mystery but will be revealed as the adventure progresses.

DEMO

Please try this demo, and contact me on msn telling me my problems and erros etc.

link: http://www.megaupload.com/?d=EG2VWC4Y

msn: dandaman11111@yahoo.co.uk

SCREENIES

Coming soon!

Many thanks

rpgamker

Blizzard

Hm... I hope, you just began on making it, cause it
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rpgmaker

Dude check the right hand plant pot, there is a nice surprise  :D

Blizzard

Oh, thanks. Now I played it till the end... But I didn
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rpgmaker

Could you help me please blizzard?

With my battle script, i have the animation for the running to, however i dont know who to put in a running from animation could you please help me?

Also how to make them dissapear when they return like Minkoffs.
Betterstill could you post the script of minkoff here please?


(PS. Do you think the battles are allright for the game or not?)

Blizzard

The battles are good. I like them. Let them as they are.

No need for scripting here. Just make a common event like this one:



Trivial, huh?!  :^^: Just make sure you don
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rpgmaker

Does that mean you like my battles or you dont?

Blizzard

Yeah, I like your battlers.  :) Did my event work?
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rpgmaker

I guess you didnt understand me correctly, i meant in battle.

In my battles yeah, after the people attack they run back to the original position but looking like they are running foward, do you know how to stop this?

Even better just add me on msn i will explain it there.

Msn: dandaman11111@yahoo.co.uk

Blizzard

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rpgmaker

Hm...having trouble, could you just post me the whole code but with it updated please?

And I also have another problem when my person uses a skill, instead of doing the row I set it to, it does the death row animation, do you know why?

if you help me I will make sure to put a  BIG AND I MEAN BIG thanks into the credits for you!

Many thanks

rpgmaker

Blizzard

No wonder... There is a mistake at the end... Should be 6, not 5... Anyway, here is the whole script. But you have to change your animations to one main pattern, since the script is orientated by the row of the sprite set.

#===============================================================================
#
#   Full Animated Side View Battle System (CBS) (v2.5)               by cybersam
#
#===============================================================================
#
# here we go...
# this makes the script very easy to implement
# just add a new script above the "Main" script
# and insert this whole thing in there
#
# as you can see the sprite changing code is from the japanese script
# so the credits for the sprite changin goes to them....
# i edit it a little so it can show more sprites and sprite animations
# and added some other stuff... the next things are player movement...
#
#
#
# i got the battler changing script in this script...
# the credits for this goes to the guy who made this...
#
# ??? XRXS11. ???????????? ver.0 ???
#
# since this isnt used anymore... it isnt need for credit anymore...
# but i'll let it here since it helped me a lot...
#
#
# as for the ideas... missy provided me with realy good ideas
# that helped me alot when i didnt find a way to some of these features...
#
# here one more Credit to place...
# its RPG's script...
# not the whole thing here...
# but some snipplet you'll know witch one when read the comments
#
#
# if you want some more explaines about this script...
# the most stuff are commented... but if you still have questions or
# sugestions then you can contact me
#
#-------------------------------------------------------------------------------
#
# how or where you can contact me...
# at the http://www.rmxp.net forum via pm, email: cybersam@club-anime.de
# or via AIM: cych4n or ICQ: 73130840
#
# remember this is still in testing phase...
# and i'm trying to work on some other additions... like character movements...
# but that wont be added now... couse i need to figure it out first...
#
#
#
# oh hehe.... before i forget...
# sorry for the bad english... ^-^''''
#
#
#-------------------------------------------------------------------------------
#
# ok... here... since i'm using RPG's movement script...
# there are a lot of changes...
#
# when you look at the script you'll find line with "pose(n)" or "enemy_pose(n)"
# since i want my sprites have different sprites... i added one more option
# to these...
# so now if you add a number after the n (the n stands for witch sprite is used)
# fo example 8... ("pose(4, 8)") this will tell the script that the 4th animation
# have 8 frames...
# pose is used for the player... and enemy_pose for the enemy...
# there is nothing more to this...
# i used my old sprite numbers... (this time in only one sprite...)
#
# explains about the animation sprites... (the digits)
#
#
# 0 = move (during battle)
# 1 = standby
# 2 = defend
# 3 = hit (being attacked)
# 4 = attack
# 5 = skill use
# 6 = dead
# 7 = winning pose... this idea is from RPG....
#
#
# of course this is just the begining of the code...
# so more animations can be implemented...
# but for now this should be enough...
#
# alot has changed here... and now it looks like it is done...
# of course the fine edit needs to be done so it looks and works great with your
# game too...
#
#
#
# 1st   character movement...                             done
# 2rd   character apears at the enemy while attacking...  done / replaced with movement animation
# 3nd   character movement during attack...               done
#
# 4th   enemies movement...                               done
# 5th   enemy apears at the enemy while attacking...      done  / replaced with movement animation
# 6th   enemy movement during attack...                   done
#
# 7th   each weapon has its own animation...              done
# 8th   each skill has its own animation...               done
# 9th   different poses for sickness or low hp            done
#
# 10th  automaticly select the sprite...                  done
# 11th  Fullbackground                                    implemented (done)
#
#
# bugfixes and code cleaning/improvements....             ----
#
#
#
# for some customfixes look in the rmxp.net forum...
#===============================================================================



class Game_Actor < Game_Battler
 
# you dont have to change your game actor to let the characters schows
# from the side...
# this will do it for you... ^-^

 def screen_x
   if self.index != nil
     return self.index * 40 + 460
   else
     return 0
   end
 end

 def screen_y
   return self.index * 20 + 220
 end
 
 def screen_z
   if self.index != nil
     return self.index
   else
     return 0
   end
 end
end


class Spriteset_Battle
 #RPG's stuff...
 attr_accessor :actor_sprites
 attr_accessor :enemy_sprites
 # ends here... ^-^
 
 def initialize
   @viewport0 = Viewport.new(0, 0, 640, 480)
   @viewport1 = Viewport.new(0, 0, 640, 480)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport4 = Viewport.new(0, 0, 640, 480)
   @viewport2.z = 101
   @viewport3.z = 200
   @viewport4.z = 5000

   @battleback_sprite = Sprite.new(@viewport0)
   # fix for reversed enemies... so it wont attack the wrong enemy...
   # this one was fixed long time ago but i added this comment
   # so you guys know about it... ^-^''
   @enemy_sprites = []
   for enemy in $game_troop.enemies#.reverse
     @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
   end
   
   @actor_sprites = []
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   
   @weather = RPG::Weather.new(@viewport0)
   @picture_sprites = []
   for i in 51..100
     @picture_sprites.push(Sprite_Picture.new(@viewport3,
       $game_screen.pictures[i]))
   end
   @timer_sprite = Sprite_Timer.new
   update
 end
 
 
 def dispose
   if @battleback_sprite.bitmap != nil
     @battleback_sprite.bitmap.dispose
   end
   @battleback_sprite.dispose
   for sprite in @enemy_sprites + @actor_sprites
     sprite.dispose
   end
   @weather.dispose
   for sprite in @picture_sprites
     sprite.dispose
   end
   @timer_sprite.dispose
   @viewport0.dispose
   @viewport1.dispose
   @viewport2.dispose
   @viewport3.dispose
   @viewport4.dispose
 end

 alias original_update update
 def update
   original_update
   
   # this fix let the active character be on top... (by Missy)
   @viewport1.z = 50 and @viewport2.z = 51 if $actor_on_top == true
   @viewport1.z = 51 and @viewport2.z = 50 if $actor_on_top == false
   
   
   @viewport0.tone = $game_screen.tone
   @viewport0.ox = $game_screen.shake
   
   @viewport0.update

 end
end

#==============================================================================
# Sprite Battler for the Costum Battle System
#==============================================================================
# here we are making some animations and stuff...
# i know its not the best way...
# but this is the first working way that i found....
# this needs propper understanding how the animation works...
# if you want to change some stuff...
# in this i'll not explain much couse its realy easy if you know what you do
# otherwise it will take you time to understand it, but i think the one who
# is trying to edit this will know what he/she do... ^-^
#
#
#
# here i'll completely replace the "Sprite_Battler" class...
# so if you've changed something in there you need to change it here as well
# (i think... i didnt tested it... so its up to you)
# i'll mark the stuff i added just with --> #
# something that need to be explained have a comment...
# but its not all commented...
# so if you dont know what it means or you just want to know why it is there and
# what it does then you need to contact me or anyone who understand this... ^-^
# how you can contact me see above... at the top of this script...


class Sprite_Battler < Animated_Sprite

 attr_accessor :battler
 attr_reader   :index
 attr_accessor :target_index
 attr_accessor :frame_width

 
 def initialize(viewport, battler = nil)
   super(viewport)
   @battler = battler
   @pattern_b = 0 #
   @counter_b = 0 #
   @index = 0     #
   
   # this is for the state animation...
   # dont change unless you know what this do...
   # you can find further infomation on the rmxp.net forum
   $noanimation = false
   
   @frame_width, @frame_height = 64, 64
   # start sprite
   @battler.is_a?(Game_Enemy) ? enemy_pose(1) : pose(1)
   
   @battler_visible = false
   if $target_index == nil
     $target_index = 0
   end
 end
 
 def index=(index) #
   @index = index  #
   update          #
 end               #
 
 def dispose
   if self.bitmap != nil
     self.bitmap.dispose
   end
   super
 end
 
 def enemy                                             #
   $target_index += $game_troop.enemies.size
   $target_index %= $game_troop.enemies.size
   return $game_troop.enemies[$target_index]           #
 end                                                   #
 
 def actor                                             #
   $target_index += $game_party.actors.size
   $target_index %= $game_party.actors.size
   return $game_party.actors[$target_index]            #
 end          

#==============================================================================
# here is a snipplet from RPG's script...
# i changed only to lines from this...
#
# here you can add more sprite poses... if you have more... ^-^
#==============================================================================
 def pose(number, frames = 4)
   case number
   when 0  # run
     change(frames, 5, 0, @frame_height * 4)
   when 1  # standby
     change(frames, 5, 0, @frame_height * 0)
   when 2 # defend
     change(frames, 5, 0, @frame_height * 3)
   when 3 # Hurt, loops
     change(frames, 5, 0, @frame_height * 1)
   when 4 # attack no loop
     change(frames, 5, 0, @frame_height * 7, 0, true)
   when 5 # skill
     change(frames, 5, 0, @frame_height * 7)
   when 6 # death
     change(frames, 5, 0, @frame_height * 2)
   when 7 # no sprite
     change(frames, 5, 0, @frame_height * 9, 0, true)
   when 8 # run/slide back
    change(frames, 5, 0, @frame_height * 5)
   # ...etc.
   else
     change(frames, 5, 0, 0, 0)
   end
 end
 
 #--------------------------------------------------------------------------
 # - Change the battle pose for an enemy
 #   number : pose' number
 #--------------------------------------------------------------------------
 def enemy_pose(number ,enemy_frames = 4)
   case number
   when 0  # run
     change(enemy_frames, 5, 0, 0, 0)
   when 1  # standby
     change(enemy_frames, 5, 0, @frame_height)
   when 2 # defend
     change(enemy_frames, 5, 0, @frame_height * 7)
   when 3 # Hurt, loops
     change(enemy_frames, 5, 0, @frame_height * 2)
   when 4 # attack
     change(enemy_frames, 5, 0, @frame_height * 4, 0, true)
   when 5 # skill
     change(enemy_frames, 5, 0, @frame_height * 7)
   when 6 # death
     change(enemy_frames, 5, 0, @frame_height * 6)
   when 7 # no sprite
    change(enemy_frames, 5, 0, @frame_height * 7)
   when 8 # run/slide back
    change(enemy_frames, 5, 0, @frame_height * 5)
    # ...etc.
   else
     change(enemy_frames, 5, 0, 0, 0)
   end
 end
 
 def default_pose
   pose(1)
   
   # here we change the default pose when the character
   # dont have over 75 % percent of the max hp
   
   # if HP is too low (- 25%)
   if (@battler.hp * 100) /@battler.maxhp  < 25
     pose(9)
   # if HP is too low (- 50%)
   elsif (@battler.hp * 100) /@battler.maxhp  < 50
     pose(9)
   # if HP is too low (- 75%)
   elsif (@battler.hp * 100) /@battler.maxhp  < 75
     pose(9)
   end
   
   
   # and here we change the pose if the character is inflicted with
   # poison or other stuff like sleep, paralyzed, confused or other stuff...
   # i only added the poison and sleep for test...
   if @battler.state?(3) # poison
     # change pose to sleep pose...
     # (i dont have so much sprites... so im the defend pose)
     # you can set more status effects so each effect has its own sprite...
     pose(2)
   elsif @battler.state?(7) #sleep
     # change pose to poisoned
     pose(6)
   end
 end
#==============================================================================
# sniplet end...
#==============================================================================  
 
 
 def update
   super
   
   if @battler == nil                                                      
     self.bitmap = nil                                                    
     loop_animation(nil)                                                  
     return                                                                
   end
   
   if @battler.battler_name != @battler_name
      @battler.battler_hue != @battler_hue

     @battler_hue = @battler.battler_hue
     @battler_name = @battler.battler_name
     self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
     @width = bitmap.width
     @height = bitmap.height
     self.ox = @frame_width / 2
     self.oy = @frame_height

     if @battler.dead? or @battler.hidden
       self.opacity = 0
     end
     self.x = @battler.screen_x
     self.y = @battler.screen_y
     self.z = @battler.screen_z
   end
   
   if $noanimation == false
     if @battler.damage == nil and
        @battler.state_animation_id != @state_animation_id
       @state_animation_id = @battler.state_animation_id
       loop_animation($data_animations[@state_animation_id])
     end
   else
     dispose_loop_animation
   end
   

   if @battler.is_a?(Game_Actor) and @battler_visible
     if $game_temp.battle_main_phase
       self.opacity += 3 if self.opacity < 255
     else
       self.opacity -= 3 if self.opacity > 207
     end
   end

   if @battler.blink
     blink_on
   else
     blink_off
   end

   unless @battler_visible
     if not @battler.hidden and not @battler.dead? and
        (@battler.damage == nil or @battler.damage_pop)
       appear
       @battler_visible = true
     end
     if not @battler.hidden and
        (@battler.damage == nil or @battler.damage_pop) and
        @battler.is_a?(Game_Actor)
       appear
       @battler_visible = true
     end
   end
   if @battler_visible
     if @battler.hidden
       $game_system.se_play($data_system.escape_se)
       escape
       @battler_visible = false
     end
     if @battler.white_flash
       whiten
       @battler.white_flash = false
     end
     if @battler.animation_id != 0
       animation = $data_animations[@battler.animation_id]
       animation(animation, @battler.animation_hit)
       @battler.animation_id = 0
     end
     if @battler.damage_pop
       damage(@battler.damage, @battler.critical)
       @battler.damage = nil
       @battler.critical = false
       @battler.damage_pop = false
     end
     if @battler.damage == nil and @battler.dead?
       if @battler.is_a?(Game_Enemy)
         $game_system.se_play($data_system.enemy_collapse_se)
         collapse
         @battler_visible = false
       else
         $game_system.se_play($data_system.actor_collapse_se) unless @dead
         @dead = true
         pose(6)
       end
     else
       @dead = false
     end
   end                                                                #
 end
end


#==============================================================================
# Scene_Battle Costum  Battle System
#==============================================================================

class Scene_Battle
 
 
 def update_phase4
   case @phase4_step
   when 1
     update_phase4_step1
   when 2
     update_phase4_step2
   when 3
     update_phase4_step3
   when 4
     update_phase4_step4
   when 5
     update_phase4_step5
   when 6
     update_phase4_step6
   when 7
     update_phase4_step7
   end
 end
 
 
 def update_phase4_step1

   # Change actor poses to default
   #if @active_battler.is_a?(Game_Actor)
   #  @spriteset.actor_sprites[@active_battler.index].default_pose
   #end
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     @spriteset.actor_sprites[i].default_pose unless actor.dead?
   end

   @help_window.visible = false
   if judge
     return
   end
   if $game_temp.forcing_battler == nil
     setup_battle_event
     if $game_system.battle_interpreter.running?
       return
     end
   end
   if $game_temp.forcing_battler != nil
     @action_battlers.delete($game_temp.forcing_battler)
     @action_battlers.unshift($game_temp.forcing_battler)
   end
   if @action_battlers.size == 0
     start_phase2
     return
   end
   @animation1_id = 0
   @animation2_id = 0
   @common_event_id = 0
   @active_battler = @action_battlers.shift
   if @active_battler.index == nil
     return
   end
   if @active_battler.hp > 0 and @active_battler.slip_damage?
     @active_battler.slip_damage_effect
     @active_battler.damage_pop = true
   end
   @active_battler.remove_states_auto
   @status_window.refresh
   @phase4_step = 2
 end
 
 
 def make_basic_action_result
   
   if @active_battler.is_a?(Game_Actor)
     $actor_on_top = true
   elsif @active_battler.is_a?(Game_Enemy)
     $actor_on_top = false
   end
   
   if @active_battler.current_action.basic == 0
#============================================================================
# WEAPONS START...
#============================================================================
#
#================================= Different Weapons with different animations
#
# this is quite simple as you can see...
# if you want to add a weapon to the animation list then look at the script below...
# and i hope you'll find out how this works...
#
#
# if not...
# here is the way...
# first thing...
# just copy and paste "elseif @active_battler_enemy.weapon_id == ID..."
# just after the last @weapon_sprite....
#
# here the ID is you need to look in you game databse the number that stands before
# your weapon name is the ID you need to input here...
#
# same thing goes for the monster party... ^-^
# monster normaly dont need more sprites for weapons....
#
# if you want to use more... then replace the "@weapon_sprite_enemy = 4"
# with these lines... (but you need to edit them)
#
#        if @active_battler.weapon_id == 1 # <--  weapon ID number
#          @weapon_sprite_enemy = 4 # <-- battle animation
#        elsif @active_battler.weapon_id == 5 # <-- weapon ID number
#          @weapon_sprite_enemy = 2 # <-- battle animation
#        elsif @active_battler.weapon_id == 9 # <-- weapon ID number
#          @weapon_sprite_enemy = 0 # <-- battle animation
#        elsif @active_battler.weapon_id == 13 # <-- weapon ID number
#          @weapon_sprite_enemy = 6 # <-- battle animation
#        else
#          @weapon_sprite_enemy = 4
#        end
#
#================================= END

     if @active_battler.is_a?(Game_Actor)
       if @active_battler.weapon_id == 1 # <--  weapon ID number
         @weapon_sprite = 4 # <-- battle animation
       elsif @active_battler.weapon_id == 5 # <-- weapon ID number
         @weapon_sprite = 2 # <-- battle animation
       elsif @active_battler.weapon_id == 9 # <-- weapon ID number
         @weapon_sprite = 0 # <-- battle animation
       elsif @active_battler.weapon_id == 13 # <-- weapon ID number
         @weapon_sprite = 6 # <-- battle animation
       else
         @weapon_sprite = 4
       end
       
# monster section is here... ^-^

     else# @active_battler.is_a?(Game_Enemy)
         @weapon_sprite_enemy = 4
     end
       
#
#=============================================================================
# WEAPONS END....
#=============================================================================
     
     
     @animation1_id = @active_battler.animation1_id
     @animation2_id = @active_battler.animation2_id
     if @active_battler.is_a?(Game_Enemy)
       if @active_battler.restriction == 3
         target = $game_troop.random_target_enemy
       elsif @active_battler.restriction == 2
         target = $game_party.random_target_actor
       else
         index = @active_battler.current_action.target_index
         target = $game_party.smooth_target_actor(index)
       end
#======== here is the setting for the movement & animation...
         x = target.screen_x - 32
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
         @spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)
#========= here if you look at the RPG's movement settings you'll see
#========= that he takes the number 40 for the speed of the animation...
#========= i thing thats too fast so i settet it down to 10 so looks smoother...
     end
     if @active_battler.is_a?(Game_Actor)
       if @active_battler.restriction == 3
         target = $game_party.random_target_actor
       elsif @active_battler.restriction == 2
         target = $game_troop.random_target_enemy
       else
         index = @active_battler.current_action.target_index
         target = $game_troop.smooth_target_enemy(index)
       end
#======= the same thing for the player... ^-^
       x = target.screen_x + 32
       @spriteset.actor_sprites[@active_battler.index].pose(0)
       @spriteset.actor_sprites[@active_battler.index].move(x, target.screen_y, 10)
     end
     @target_battlers = [target]
     for target in @target_battlers
       target.attack_effect(@active_battler)
     end
     return
   end
   if @active_battler.current_action.basic == 1
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(2) #defence
     else
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) #defence
     end
     @help_window.set_text($data_system.words.guard, 1)
     return
   end
   if @active_battler.is_a?(Game_Enemy) and
      @active_battler.current_action.basic == 2
     @help_window.set_text("Escape", 1)
     @active_battler.escape
     return
   end
   if @active_battler.current_action.basic == 3
     $game_temp.forcing_battler = nil
     @phase4_step = 1
     return
   end
   
   if @active_battler.current_action.basic == 4
     if $game_temp.battle_can_escape == false
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     update_phase2_escape
     return
   end
 end
 #--------------------------------------------------------------------------
 # skill aktion...
 #--------------------------------------------------------------------------
 def make_skill_action_result
   
   @skill = $data_skills[@active_battler.current_action.skill_id]
   unless @active_battler.current_action.forcing
     unless @active_battler.skill_can_use?(@skill.id)
       $game_temp.forcing_battler = nil
       @phase4_step = 1
       return
     end
   end
   @active_battler.sp -= @skill.sp_cost
   @status_window.refresh
   @help_window.set_text(@skill.name, 1)
   
#=============================================================================
# SKILL SPRITES START
#=============================================================================
# this one is the same as the one for the weapons...
# for the one who have this for the first time
# look at the script i hope it is easy to understand...
#
# the other one that have the earlier versions of this script they dont need explenation
# ... i think....
# the think that changed is the line where the animation ID is given to the sprite...
# the number after the "pose" is the animation ID... it goes for every other animation as well..
# if you have an animation for a skill that have more frames...
# then just insert the number of frames after the first number...
# so it looks like this.... "pose(5, 8)" <-- 5 is the animation...
# 8 is the max frame (that means your animation have 8 frames...) ^-^
   
   if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(5) # <-- sprite number
   else
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- sprite number
   end


#=============================================================================
# SKILL SPRITES END
#=============================================================================
   
   @animation1_id = @skill.animation1_id
   @animation2_id = @skill.animation2_id
   @common_event_id = @skill.common_event_id
   set_target_battlers(@skill.scope)
   for target in @target_battlers
     target.skill_effect(@active_battler, @skill)
   end
 end
 #--------------------------------------------------------------------------
 # how here we make the item use aktions
 #--------------------------------------------------------------------------
 def make_item_action_result
 
   # sorry i didnt work on this...
   # couse i dont have a sprite that uses items....
   # so i just added the standby sprite here...
   # when i get more time for this i'll try what i can do for this one... ^-^
   # its the same as the ones above...
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end
   
   @item = $data_items[@active_battler.current_action.item_id]
   unless $game_party.item_can_use?(@item.id)
     @phase4_step = 1
     return
   end
   if @item.consumable
     $game_party.lose_item(@item.id, 1)
   end
   @help_window.set_text(@item.name, 1)
   @animation1_id = @item.animation1_id
   @animation2_id = @item.animation2_id
   @common_event_id = @item.common_event_id
   index = @active_battler.current_action.target_index
   target = $game_party.smooth_target_actor(index)
   set_target_battlers(@item.scope)
   for target in @target_battlers
     target.item_effect(@item)
   end
 end
 
#==============================================================================
# here again.... snipplet from RPG's script
#==============================================================================


# this one here is for the winning pose...
# if you happen to use my old costum level script then you need to add the
# marked line to you "def start_phase5" in  "Scene_Battle 2" and delete this one...
# the ->  =*****=
# marks the end where you need to delete...
# and -> {=====}
# marks the line you need to copy and paste in the other one...
# you need to add it at the same position...

 def start_phase5
   @phase = 5
   $game_system.me_play($game_system.battle_end_me)
   $game_system.bgm_play($game_temp.map_bgm)
   exp = 0
   gold = 0
   treasures = []
   for enemy in $game_troop.enemies
     unless enemy.hidden
       exp += enemy.exp
       gold += enemy.gold
       if rand(100) < enemy.treasure_prob
         if enemy.item_id > 0
           treasures.push($data_items[enemy.item_id])
         end
         if enemy.weapon_id > 0
           treasures.push($data_weapons[enemy.weapon_id])
         end
         if enemy.armor_id > 0
           treasures.push($data_armors[enemy.armor_id])
         end
       end
     end
   end
   treasures = treasures[0..5]
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     $noanimation = true
     @spriteset.actor_sprites[i].pose(7) unless actor.dead? # {=====}
     if actor.cant_get_exp? == false
       last_level = actor.level
       actor.exp += exp
       if actor.level > last_level
         @status_window.level_up(i)
       end
     end
   end
   $game_party.gain_gold(gold)
   for item in treasures
     case item
     when RPG::Item
       $game_party.gain_item(item.id, 1)
     when RPG::Weapon
       $game_party.gain_weapon(item.id, 1)
     when RPG::Armor
       $game_party.gain_armor(item.id, 1)
     end
   end
   @result_window = Window_BattleResult.new(exp, gold, treasures)
   @phase5_wait_count = 100
 end
#   =*****=
 
 #--------------------------------------------------------------------------
 # updating the movement
 # since RPG isnt used to comments... i'll comment it again...
 #--------------------------------------------------------------------------
 def update_phase4_step3
   if @active_battler.current_action.kind == 0 and
      @active_battler.current_action.basic == 0
      # in this one... we have our weapon animations... for player and monster
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(@weapon_sprite)
     elsif @active_battler.is_a?(Game_Enemy)
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(@weapon_sprite_enemy)
     end
   end
   if @animation1_id == 0
     @active_battler.white_flash = true
   else
     @active_battler.animation_id = @animation1_id
     @active_battler.animation_hit = true
   end
   @phase4_step = 4
 end

 def update_phase4_step4
   # this here is for the hit animation...
   for target in @target_battlers
     if target.is_a?(Game_Actor) and !@active_battler.is_a?(Game_Actor)
       if target.guarding?
         @spriteset.actor_sprites[target.index].pose(2)
       else
         @spriteset.actor_sprites[target.index].pose(3)
       end
       elsif target.is_a?(Game_Enemy) and !@active_battler.is_a?(Game_Enemy)
       if target.guarding?
         @spriteset.enemy_sprites[target.index].enemy_pose(2)
       else
         @spriteset.enemy_sprites[target.index].enemy_pose(3)
       end
     end
     target.animation_id = @animation2_id
     target.animation_hit = (target.damage != "Miss")
   end
   @wait_count = 8
   @phase4_step = 5
 end

 def update_phase4_step5
   if @active_battler.hp > 0 and @active_battler.slip_damage?
     @active_battler.slip_damage_effect
     @active_battler.damage_pop = true
   end

   @help_window.visible = false
   @status_window.refresh

   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end
   for target in @target_battlers
     if target.damage != nil
       target.damage_pop = true
       if @active_battler.is_a?(Game_Actor)
         @spriteset.actor_sprites[@active_battler.index].pose(1)
       else
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
       end
     end
   end
   @phase4_step = 6
 end
 #--------------------------------------------------------------------------
 # ? ?????? (??????? ???? 6 : ??????)
 #--------------------------------------------------------------------------
 def update_phase4_step6
   
   # here we are asking if the player is dead and is a player or an enemy...
   # these lines are for the running back and standby animation....
   if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
     @spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
     @spriteset.actor_sprites[@active_battler.index].pose(8)
   elsif !@active_battler.dead?
     @spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(8)
   end
   for target in @target_battlers
     if target.is_a?(Game_Actor) and !target.dead?
         @spriteset.actor_sprites[target.index].pose(1)
       elsif !target.dead?
         @spriteset.enemy_sprites[target.index].enemy_pose(1)
     end
   end
   $game_temp.forcing_battler = nil
   if @common_event_id > 0
     common_event = $data_common_events[@common_event_id]
     $game_system.battle_interpreter.setup(common_event.list, 0)
   end
   @phase4_step = 7
 end

 def update_phase4_step7
   
   # here we are asking if the player is dead and is a player or an enemy...
   # these lines are for the running back and standby animation....
   if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   elsif !@active_battler.dead?
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end

   $game_temp.forcing_battler = nil
   if @common_event_id > 0
     common_event = $data_common_events[@common_event_id]
     $game_system.battle_interpreter.setup(common_event.list, 0)
   end
   @phase4_step = 1
 end
 
# this one is an extra... without this the animation whill not work correctly...

 def update
   if $game_system.battle_interpreter.running?
     $game_system.battle_interpreter.update
     if $game_temp.forcing_battler == nil
       unless $game_system.battle_interpreter.running?
         unless judge
           setup_battle_event
         end
       end
       if @phase != 5
         @status_window.refresh
       end
     end
   end
   $game_system.update
   $game_screen.update
   if $game_system.timer_working and $game_system.timer == 0
     $game_temp.battle_abort = true
   end
   @help_window.update
   @party_command_window.update
   @actor_command_window.update
   @status_window.update
   @message_window.update
   @spriteset.update
   if $game_temp.transition_processing
     $game_temp.transition_processing = false
     if $game_temp.transition_name == ""
       Graphics.transition(20)
     else
       Graphics.transition(40, "Graphics/Transitions/" +
         $game_temp.transition_name)
     end
   end
   if $game_temp.message_window_showing
     return
   end
   if @spriteset.effect?
     return
   end
   if $game_temp.gameover
     $scene = Scene_Gameover.new
     return
   end
   if $game_temp.to_title
     $scene = Scene_Title.new
     return
   end
   if $game_temp.battle_abort
     $game_system.bgm_play($game_temp.map_bgm)
     battle_end(1)
     return
   end
   if @wait_count > 0
     @wait_count -= 1
     return
   end

   # this one holds the battle while the player moves
   for actor in @spriteset.actor_sprites
     if actor.moving
       return
     end
   end
   # and this one is for the enemy...
   for enemy in @spriteset.enemy_sprites
     if enemy.moving# and $game_system.animated_enemy
       return
     end
   end
   
   if $game_temp.forcing_battler == nil and
      $game_system.battle_interpreter.running?
     return
   end
   case @phase
   when 1
     update_phase1
   when 2
     update_phase2
   when 3
     update_phase3
   when 4
     update_phase4
   when 5
     update_phase5
   end
 end
 
#==============================================================================
# end of the snipplet
# if you want the comments that where here just look at the scene_battle 4...
# i added some comments since RPG hasnt add any....
#==============================================================================
end


EDIT: That problem with the skill animation... what animation do you want to show up? The one in the last row?
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rpgmaker

The 8th row animation please.

EDIT: It just ???670 syntax error??? , is that what you were on about above? Im very sorry to keep hassling you, its just im a big NOOB and dont know aything bout scritpingt!

Blizzard

I updated the script above. Yeah, I fixed that error.
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Nightwolf

PLz host it somewhere else then megaupload.nEED PREMIUM which need money n all
Arlen is hot.

rpgmaker

Everytime i try to start the game, it says:

???? 670 syntax error ??????

Is this my fault?

If my problem continues, a demo would just be easier i think. That is if you use postality nights version. If not im stuffed!

Blizzard

Quote from: NightwolfPLz host it somewhere else then megaupload.nEED PREMIUM which need money n all

Megaupload doesn
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rpgmaker

BTW Nightwolf, I have updated it a LOT more since I posted that demo, when I get the battle system fixed properly I will update it again with all the new and good stuff in it!

Many thanks

Rpgmaker

Blizzard

EDIT: Does it work now, rpgmaker?

END OF EDIT

And here is a little tute on how to use MEGAUPLOAD.COM.  :^^:

Open the page and wait for the timer to reach 0. Then you should see this:



Press the red marked X and you will see this:



Now press the red marked button and there ya go.  :^^:

EDIT: If even this doesn
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rpgmaker

It still says the same thing:

????syntax error 670???

Is this my problem or with the script? Have you edited something that you havent told me about or something...

EDIT: Look I will post another demo.
EDIT2: http://www.megaupload.com/?d=8C185XKU

There it is, look what it says when I try to start up.

Blizzard

Can you host it somewhere else? I exceeded my donwload limit... This is the disadvantage, when you connect over a main server. If somebody in the network is already downloading you can
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rpgmaker


rpgmaker

Nope still the same problem!

Blizzard

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rpgmaker

What is your real name so i can put it into my game?