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Advanced side-view battle system (does not require battlers)

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This is not really my script, but i have modified it and wanted to show ya!

Here i go:

EDIT: Post was limited, posting in new post.

Edit2: The script is over 5000 lines. Posting a download link for notebook.

EDIT3: http://www.martinsgamegallery.net/cbs.txt

EDIT4: Demo http://www.martinsgamegallery.net/cbs.exe

Instructions: Not needed. just import your characters to the battlers folder and assign heroes or monsters with them. NOTE: Standard RTP does not have too.

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:D I like it but they don't look very good they look like there floating =O


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I own you.
Did you make this? It's perrty good exept when I use with my sprites the way they walk up to enemy and attack don't work they just get stuck and start running in place....other than that gj btw does this work with battle report?I can test it becouse the battle gets stuck with the running.
1 death is a tragedy but 1 million deaths is a statistic.
-Joseph Stalin

Quote from: BPKS0
:D I like it but they don't look very good they look like there floating =O


That can be modified. try making a map solely for battle, and remove the battle scrren in the tilesets in the database. it will make u battle on the map, and the character goes transparent if they are under a tree.

Quote from: sepiroth666
Did you make this? It's perrty good exept when I use with my sprites the way they walk up to enemy and attack don't work they just get stuck and start running in place....other than that gj btw does this work with battle report?I can test it becouse the battle gets stuck with the running.


Not made by me, can't remember. Yes it's compatible, i think and i don't remember the author name! And stuck? I don't see whatcha mean!!!  :whoa:

EDIT: The script is modified by me though.

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Woah! You can have up to 7 people in the battle screen with it being bug free!  I imagine if I just edit the Ring Menu a bit I can get an un bugged 7 party member set for my game!!

Good editing job, even though I haven't tried the animated side battle script XD

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Quote from: sepiroth666
Did you make this? It's perrty good exept when I use with my sprites the way they walk up to enemy and attack don't work they just get stuck and start running in place....other than that gj btw does this work with battle report?I can test it becouse the battle gets stuck with the running.


He means that in the battle, the sprites don't go anywhere, and the start moving as if they were, and then the battle gets stuck, because they aren't doing anything.
:tinysmile:

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Hmm i just tried it out in a new game and it worked fine, i did not like the cbs much though.

Edit: my bad i never tried it in a new game, I played the demo and it ran with no probs, i don't know where my head is today sheesh.
Please do not request anything from me as i'm very busy and hardly have time to work on my own game, but if i create something good i will be sure to upload it, thanks for looking, and leave me a comment.

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Quote from: sepiroth666
Did you make this? It's perrty good exept when I use with my sprites the way they walk up to enemy and attack don't work they just get stuck and start running in place....other than that gj btw does this work with battle report?I can test it becouse the battle gets stuck with the running.


Okay, the way to fix that.  The character does actually need an assigned battle graphic, but for all we care it could be a dot!

Anyway to fix this, make sure the battle graphic and the character graphic has the same name like... 001-Fighter01 and 001-Fighter01

using a char gtaphic named DaltonPage and a battle graphic named Page and comparing the facts with the demo is how I found this out.  Also I tried making people without using battle graphics and ones that didnt match and put on ones that do match.  Combine this with the Tactics Menu on www.rmxp.net and you can have up to 7 char parties without any problems as far as I can see.

Quote from: DeathTrooper
Quote from: sepiroth666
Did you make this? It's perrty good exept when I use with my sprites the way they walk up to enemy and attack don't work they just get stuck and start running in place....other than that gj btw does this work with battle report?I can test it becouse the battle gets stuck with the running.


Okay, the way to fix that.  The character does actually need an assigned battle graphic, but for all we care it could be a dot!

Anyway to fix this, make sure the battle graphic and the character graphic has the same name like... 001-Fighter01 and 001-Fighter01

using a char gtaphic named DaltonPage and a battle graphic named Page and comparing the facts with the demo is how I found this out.  Also I tried making people without using battle graphics and ones that didnt match and put on ones that do match.  Combine this with the Tactics Menu on www.rmxp.net and you can have up to 7 char parties without any problems as far as I can see.


lol, and i was halfway done with combining it with a script that automatically chooses the character in battle. I am halfway done with it, and it could work like this:

Make a name of a hero/monster

Then leave the battler graphic blank, and it will assign the charset into the cbs automatically, but i guess it ain't needed. PS: It would work ONLY FOR THIS CBS!!!

But anyways, this is a replacement for those lazy guys who don't wanna search the net for Cybersam battlers.

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Is there any way to make the characters not move when using magic?
Thank you in advance if you can help! :D

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This is F'ing awesome!!! but one thing???? how do you make it so if you have a gunner he dosnt run up to the person to shoot? and same with magic as in above? :?

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i tried it out,and i like it,the only problem is that when i get into a battle with an imported enemy and error comes up stateing that it's not in the character folder,fine,i fixed that but when i tried to battle it again,it worked but it was only a little square of the enemy -.- is there anyway to fix that?

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gah! im on another pc ill look at this when im back on my one it sounds great though

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This script is awesome!!!

I'm absolutely gonna use this script! :D
Thanks Rikkuholic! And thanks Deathtrooper for solving that problem!

Btw Rikkuholic, do you want credit, or do you know anyone I should credit?
Going on a vacation...(To FLORIDA!!!)
Will be away the three closest weeks...

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Okay... I tried it in a test game and it worked like a charm, but when I pasted it into my main game it gets all buggy every time they try to attack. Anyone know what's wrong?

Edit: It only happens when I use original characters. Using the pre-made ones work fine.

Edit2: Sorry for repeating a question.

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If you look further up on this topic,
Deathtrooper solved that problem.
Going on a vacation...(To FLORIDA!!!)
Will be away the three closest weeks...

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Developer
Where do I copy that script to?
<3 phenom
<3 Hypnotic

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Okay, I tried using an original enemy and it causes an error pop-up.

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I know this is an old topic but I just wanted to shaer sumtihn and ask a question. first the question.
Is there a way that you could use battlers that would look just like the charactre on the map exept you make the atk animations like you would for the cyberslams script??? :wink:  just thought it would be kinda kewlish.

And now for wat I wanted to share with you. Its really nuthin cept a simple animation but i think its works well enough. To make it seem like your character is swinging the equiped weapon take the icon and make an animation of it and set it to its desired weapon. I know other ppl coulda done this easily but I thought it was worth sharing. :D
I'LL EAT YOUR BABYS!!!

Copella
Check out my website for details about my upcoming game

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When I try to attack somthing, the people just kinda run in place... XDXD
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

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To solve this as posted before u need to have people with the same names for the charset and battle image example...

035-Mage03 would not work with Mike or 035-mage03
035-Mage03 and Mike are not the same.
035-Mage03 and 035-mage03 are not the same. One has a capital and one doesn't.

Chris     chris   |  Chris   08-Figher8
None of those would work.

Chris and Chris would work. Hope this helps.


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Ive tried that and anything else that seemed to make sense to me... It wont work.. it may be a script Im using... Because I trtied it on a new project and it worked fine...
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

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Thats probably it then. If u use a script that edits the battle parts of the normal scripts thats probably it.


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If I were to send you a demo with just the scripts in it being used, could you check it for me?
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

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yea sure thing :D


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http://www.megaupload.com/?d=XOLLNHFM  I just was screwing around testing stuff. so Nothing done on it yet... If you wanna tweak the scripts to make them look cooler go ahead :-P (I cant afford legal version of XP so its the postality =\ )
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

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Make one in postality my 30 day trial ran out even tho I have paid for it already............ =\


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That wasnt postality? thats what I did it all in.
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

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Meh nvm I worked around things so I got it up in postality brb
It works fine for me..... I had to replace the actor data tho....... =\ Are u using diff people? If so u will have to name them.... nvm lemme sho u lol


Ok say u have a char set named bob. Your using him with the battle
035-Mage03 U need to save the tileset in paint as 035-Mage03 and import it into the game and use that 1. That would work =\ No problems with any script.


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I dont understand... Its not working XD  Sorry
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

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Quote from: Neko
Name the tileset? Dont you think that gets a smidget annoying? XD I didnt do that and it worked fine...

??????????????????? who said nething about naming a tileset... u said it wasnt working and asked if I could help.....


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I dont know.. Im so confused XD I renamed the people to Zolandor on battlers and character and it didnt work. Im prob. not understanding you. Im not that good at english =[ Sorry

No help? =[ Sorry for being bad at this
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

Quote from: Lavata
i tried it out,and i like it,the only problem is that when i get into a battle with an imported enemy and error comes up stateing that it's not in the character folder,fine,i fixed that but when i tried to battle it again,it worked but it was only a little square of the enemy -.- is there anyway to fix that?


Easy. Import the Spriteset to the battlers folder and assign it to your enemy. Lol, read the first post.

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Hey very nice script bro!!! Good job !

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Quote from: TommYJET
Hey very nice script bro!!! Good job !


He didnt make it >.>

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This is really great... just 1 thing. I got the bottom thing that usually shows up in battle (the one that shows your HP, SP, and so on) to go away, but now I want the HP and SP to appear over the characs and/or monsters in NUMBER form as well as bar form... how do I do this?

Sorry if this soundish extremely n00bish.

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Where teh hell does all teh script go?
I am sort of new to entering scripts, and I'd rather not mess this up, so if someone could tell me, I would be most appreciative.

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THIS SCRIPT IS EXACTLY WHAT IVE BEEN LOOKING FOR!
IT WORKS FULY WITH ME!
WOOOO
GJ MATE!
could ya pm me/post the script?

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omg leet

Thanks alot just what i was looking for
PM me if you need a website/ forums for your game. I MAY charge depending on what style you want etc. More than likely won't though.

_________________________

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Quote from: sam_9000
THIS SCRIPT IS EXACTLY WHAT IVE BEEN LOOKING FOR!
IT WORKS FULY WITH ME!
WOOOO
GJ MATE!
could ya pm me/post the script?


soorry for double post

Dude just open the project on your own RMXP
PM me if you need a website/ forums for your game. I MAY charge depending on what style you want etc. More than likely won't though.

_________________________

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Wow! Thats awesome.

Could someone tell me how to get rid of the default battle screen character status display?  With it onscreen, it blocks the characters toward the bottom of the screen.

EDIT: Well nevermind, problem solved.  Is there any way to control how the characters move when executing a skill?  Like if i'm using a skill that involves a melee attack, is there I way I can make them walk all the way up to an enemy like when doing a normal attack instead of them that just moving foward a tiny bit and stopping?

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Well I guess i'll bump this to help it get attention.  Does anyone know a way to make it so a normal attack would behave like a skill with this script and the character won't go all the way up to and enemy and attack them?  The reason I ask is because some of my character's basic attacks are shooting guns and I don't want them to walk right up to an enemy and shoot them.

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ok, i know im gunna sound stupid and probably get flamed for this,
but im new at it, i cant seem to get it to work...
i copied and pasted the script, incerted it above 'main',
imported my character as a battler and when i tested it it said there was a problem with line 30...
i know its probably something really stupid and small, but  ihave no idea what to do!

Yeah, thats me. Yeah, for real.
"This isn't God" Marilyn Manson

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I saw people saying that it looked like they're floating ..
This is how to make them less-floatingg
Export the characterset of the enemy and edit it with some program ( Keep it simple and use paint :-) )
Cut the sprite of the enemy where he's looking to  the right , then copy it .
Open a new paint , paste it there and save it'on your desktop or wherever u want
then import it in the BATTLERS map ..

Create a new monster and as picture , select the monster u imported
Then create a new MONSTER GROUP and only select the monster u imported =)
then save it ... 

pokeball :)OfflineMale
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any way to make the battle screen behind your hero's facing the monsters?
Watch out for: HaloOfTheSun

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Just use a blank battler. (it should be listed as (none) in the database.)

pokeball :)OfflineMale
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Just use a blank battler. (it should be listed as (none) in the database.)

ahhhh? total noob (yes i kno that name is overused) im asking because i have a cool idea and want to make it but suck with scripting.
Watch out for: HaloOfTheSun

pokeball :)OfflineMale
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Just use a blank battler. (it should be listed as (none) in the database.)

ahhhh? total noob (yes i kno that name is overused) im asking because i have a cool idea and want to make it but suck with scripting.

i want to show the hero's as well as the people they are fighting just want hte camera to be zoomed out behind the heros showing everything.
Watch out for: HaloOfTheSun

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OH. Well, What I would do is get a battler that faces away from the screen, and then whenever it needed to move, make each frame of your battle animation have a hero disappear event in it, with the moving set up as an animation. Then, it looks like they're moving when they need to be.

NOW I HAVE A QUESTION!

If I want to make people use skills without taking that extra little step forward, what do I do to the script?

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What will that crazy ape do next?
side view for xp?  well, there goes my one reason to still use 2003.
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

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Yeah, I've got some really cool animations started up. I'm making this resource pack right? Well I have animations and shit set up for it and everything. I just need it so they don't take that step forward before using a skill.

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What will that crazy ape do next?
okie out of curiousity, this uses charsets for the battle system, right?  so does it have to be the defualt charset for the character or can we have a custom one of battles?
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

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I used a custom by changing the set just before the battle begins. I have an example of this in the resource pack I'm making for Mega Man X, which should hopefully be finished before the end of this month.

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What will that crazy ape do next?
good idea.  thanks ^^
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

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 ???I get an error can someone help???

Can someone help???????

I get the error in battle!

Please Fix it and return!

http://www.megaupload.com/?d=ISGMAWIM

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Great job im totally using this in my game!, and yes you will be either in the opening credits or the ending credits!
Legacy: The Gatekeeper- Demo 2.0 Now Avaliable

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okie out of curiousity, this uses charsets for the battle system, right?  so does it have to be the defualt charset for the character or can we have a custom one of battles?
Sorry for double post but I wanted to answer your question, yes, take the custom charecter and make a battler that has the same name you dont have to make a new battler just use the charecter as in the box set for the charecter as the battler as long as it has the same name as the charecter it will use the custom charecter, make sense lol?
Legacy: The Gatekeeper- Demo 2.0 Now Avaliable

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What will that crazy ape do next?
is it possible to edit this script so it notifies the player when a character when they level up?  it doesn't have to be anything fancy, just informing the player that a level up has occurred.  maybe informing the user if a new spell is learned as well.  as of now this script only tells exp and money gained and not levels.
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

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What will that crazy ape do next?
i take it the lack of response means no...
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

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I was woundering if there is a way to make it so the battle sprites are different from the normal walking around sprites. I've been wanting to use this character in battle but I don't want her to be walking around in battle stance all the time.



Or does that require a different script?

EDIT: I tried doing the whole "Change Hero graphic" thing but it just makes her bug up during battle :/ It will work if her walking sprite is the battle sprite, but if I change anything she bugs up.
« Last Edit: December 18, 2006, 01:39:34 AM by HowlingWinds »

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@darkelementwars, yes this is possible. I can not assure you I will do this, but when Ive got some spare time I will.

@HowlingWinds, Minkoff from hbgames.org made a special animation script for those sprites. Also, ccoa's sidevieuw battle system, which is superior to the one posted here, also handles those sprites.
ALL HAIL ME™

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Well this script was work yesterday but now I keep getting this ><



On that line of the script it says: "for i in x...x + width"
How do I fix this?  ???

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Well this script was work yesterday but now I keep getting this ><



On that line of the script it says: "for i in x...x + width"
How do I fix this?  ???
I'm working on two projects right now, and the one that uses mostly RTP graphics gets that same error, but the one I'm working on with mostly custom graphics doesn't. It's driving me crazy because the one that gets the error is the one that I've put more work into and am closer to being done (1.5 hours of gameplay down, 75+ left to go). The one that works perfectly fine is one I just started on five minutes ago.

EDIT: I figured out how to fix this problem by accident: base MP cannot be zero. Make sure all allies and enemies have a BASE MP of at LEAST 1.
« Last Edit: January 02, 2007, 04:24:25 AM by Irgna »
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

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Okay... I tried it in a test game and it worked like a charm, but when I pasted it into my main game it gets all buggy every time they try to attack. Anyone know what's wrong?

Edit: It only happens when I use original characters. Using the pre-made ones work fine.

Edit2: Sorry for repeating a question.

Same thing happens here. He keeps running in place.

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Ahhhm... Yes
this is a really awesome script, but is there a way to slow down the charaters a bit? They look like they're flying across the map.

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"Ohh Yea!"
Hey Craig^ sup*
Well i agree it is an awesome script but is is a lil fast... I'm sure if i felt like looking through the code I could figure out how to make it slower, but seeing as I'm pretty new to Ruby, though from what I've been reading and learning from the tuts, its not that different from javascript, but I don't really want to take the time, maybe someone else can figure it out. But yea, an awesome script! Oh, and is possible to use custom sprites with this script, I really cant tell from the previous pages but I looked.
« Last Edit: January 17, 2007, 05:07:32 AM by jblair »
Yes, I Made Those!

********
Rep:
Level 96
2011 Most Missed Member2010 Zero To Hero
Yes, but you have to do a small amount of eventing before/during/after battles. Not that difficult actually.

**
Rep:
Level 88
"Ohh Yea!"
Yes, but you have to do a small amount of eventing before/during/after battles. Not that difficult actually.

is that for the custom sprites, or slowing it down?
Yes, I Made Those!

********
Rep:
Level 96
2011 Most Missed Member2010 Zero To Hero
Customs, sorry, should have said.

If you find out how to slow them down/speed up life decreasing, lemme know.

**
Rep: +0/-0Level 88
wakka wakka wakka
omg seriously i may be new at this so i do not know wat is  good or not but i love this script

edit: waaaah  please tell wat events to put becuase i really want to use my mario battle sprites
« Last Edit: January 19, 2007, 01:44:02 AM by ferret522 »

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Level 88
"Ohh Yea!"
don't you just have to put the sprite sheet with the same name as the the character sprite sheet into the battlers folder?
Yes, I Made Those!

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Rep:
Level 89
I is my hero!
I need help, my characters aren't moving in the battle. I'm using the pre-made default sprites.

Help me!!!
« Last Edit: February 22, 2007, 09:51:54 PM by bulls84 »

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Rep:
Level 88
EVIL DOGGY!!!! CATS RULE!
Awesome job mate. I am using this in my game for sure. Full credit to you.
DO NOT LOOK HERE!!!!!
...
...
...
WHY DID YOU LOOK!!! YOU DISOBEDIENT FOOL

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Rep: +0/-0Level 87
Ok i looked at every post and there dont seem to be an answer for how to stop the monsters and characters moving when using a bow or magic etc? how do you do it.
Leons Vengance
http://rmrk.net/index.php/topic,24854.0.html

Project: Leons Vengance
Overall:10%
Maps:7%
Story:8%
Sidequests:4%
Database: 30%

**
Rep:
Level 87
Hell Hath No Fury
Thats an awesome script. I will use it in a future project. Don't worry, I will credit you.  :)
Like, one time, I played RPG Maker, and I liked it.

**
Rep: +0/-0Level 87
Holy crap! The link aint working cuz the dude has left! Someone please send me the script if they still have it! I need it desprately
Leons Vengance
http://rmrk.net/index.php/topic,24854.0.html

Project: Leons Vengance
Overall:10%
Maps:7%
Story:8%
Sidequests:4%
Database: 30%

****
Rep:
Level 88
Back with RMVX!
I have it, but can't send it to you right now. I might be able to send it to you tonight or tomorrow, is that ok? Also, I'm making custom battle backs for it if anyone's interested.
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

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Rep:
Level 89
I need this script as well.
Legacy

Team
Slayer-Director
Darico-Mapper/Designer
Vidian-Music

Legcy- 2%(Dev stages)
What? I have to have a signature?

****
Rep:
Level 89
I is my hero!
I have it, but can't send it to you right now. I might be able to send it to you tonight or tomorrow, is that ok? Also, I'm making custom battle backs for it if anyone's interested.

Nice, i need some battle backs for this script

****
Rep:
Level 88
Back with RMVX!
Here are the backdrops (attached). I cannot find the script, sorry.
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

****
Rep:
Level 89
I is my hero!
Spoiler for:
[code]class Bitmap
if not method_defined?('original_draw_text')
  alias original_draw_text draw_text
  def draw_text(*arg)

    original_color = self.font.color.dup
    self.font.color = Color.new(0, 0, 0, 128)

    if arg[0].is_a?(Rect)
      arg[0].x += 2
      arg[0].y += 2
      self.original_draw_text(*arg)
      arg[0].x -= 2
      arg[0].y -= 2
    else
      arg[0] += 2
      arg[1] += 2
      self.original_draw_text(*arg)
      arg[0] -= 2
      arg[1] -= 2
    end

    self.font.color = original_color
    self.original_draw_text(*arg)

  end
end
def gradation_rect(x, y, width, height, color1, color2, align = 0)
  if align == 0
    for i in x...x + width
      red   = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
      green = color1.green +
              (color2.green - color1.green) * (i - x) / (width - 1)
      blue  = color1.blue +
              (color2.blue - color1.blue) * (i - x) / (width - 1)
      alpha = color1.alpha +
              (color2.alpha - color1.alpha) * (i - x) / (width - 1)
      color = Color.new(red, green, blue, alpha)
      fill_rect(i, y, 1, height, color)
    end
  elsif align == 1
    for i in y...y + height
      red   = color1.red +
              (color2.red - color1.red) * (i - y) / (height - 1)
      green = color1.green +
              (color2.green - color1.green) * (i - y) / (height - 1)
      blue  = color1.blue +
              (color2.blue - color1.blue) * (i - y) / (height - 1)
      alpha = color1.alpha +
              (color2.alpha - color1.alpha) * (i - y) / (height - 1)
      color = Color.new(red, green, blue, alpha)
      fill_rect(x, i, width, 1, color)
    end
  elsif align == 2
    for i in x...x + width
      for j in y...y + height
        red   = color1.red + (color2.red - color1.red) *
                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        green = color1.green + (color2.green - color1.green) *
                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        blue  = color1.blue + (color2.blue - color1.blue) *
                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        alpha = color1.alpha + (color2.alpha - color1.alpha) *
                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        color = Color.new(red, green, blue, alpha)
        set_pixel(i, j, color)
      end
    end
  elsif align == 3
    for i in x...x + width
      for j in y...y + height
        red   = color1.red + (color2.red - color1.red) *
              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        green = color1.green + (color2.green - color1.green) *
              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        blue  = color1.blue + (color2.blue - color1.blue) *
              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        alpha = color1.alpha + (color2.alpha - color1.alpha) *
              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        color = Color.new(red, green, blue, alpha)
        set_pixel(i, j, color)
      end
    end
  end
end
end

module RPG
class Sprite < ::Sprite
  def damage(value, critical)
    dispose_damage
    if value.is_a?(Numeric)
      damage_string = value.abs.to_s
    else
      damage_string = value.to_s
    end
    bitmap = Bitmap.new(160, 48)
    bitmap.font.name = "Arial Black"
    bitmap.font.size = 32
    bitmap.font.color.set(0, 0, 0)
    bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
    bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
    bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
    bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
    if value.is_a?(Numeric) and value < 0
      bitmap.font.color.set(176, 255, 144)
    else
      bitmap.font.color.set(255, 255, 255)
    end
    bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
    if critical
      bitmap.font.size = 20
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
      bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
      bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
      bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
      bitmap.font.color.set(255, 255, 255)
      bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
    end
    @_damage_sprite = ::Sprite.new
    @_damage_sprite.bitmap = bitmap
    @_damage_sprite.ox = 80 + self.viewport.ox
    @_damage_sprite.oy = 20 + self.viewport.oy
    @_damage_sprite.x = self.x + self.viewport.rect.x
    @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
    @_damage_sprite.z = 3000
    @_damage_duration = 40
  end
  def animation(animation, hit)
    dispose_animation
    @_animation = animation
    return if @_animation == nil
    @_animation_hit = hit
    @_animation_duration = @_animation.frame_max
    animation_name = @_animation.animation_name
    animation_hue = @_animation.animation_hue
    bitmap = RPG::Cache.animation(animation_name, animation_hue)
    if @@_reference_count.include?(bitmap)
      @@_reference_count[bitmap] += 1
    else
      @@_reference_count[bitmap] = 1
    end
    @_animation_sprites = []
    if @_animation.position != 3 or not @@_animations.include?(animation)
      for i in 0..15
        sprite = ::Sprite.new
        sprite.bitmap = bitmap
        sprite.visible = false
        @_animation_sprites.push(sprite)
      end
      unless @@_animations.include?(animation)
        @@_animations.push(animation)
      end
    end
    update_animation
  end
  def loop_animation(animation)
    return if animation == @_loop_animation
    dispose_loop_animation
    @_loop_animation = animation
    return if @_loop_animation == nil
    @_loop_animation_index = 0
    animation_name = @_loop_animation.animation_name
    animation_hue = @_loop_animation.animation_hue
    bitmap = RPG::Cache.animation(animation_name, animation_hue)
    if @@_reference_count.include?(bitmap)
      @@_reference_count[bitmap] += 1
    else
      @@_reference_count[bitmap] = 1
    end
    @_loop_animation_sprites = []
    for i in 0..15
      sprite = ::Sprite.new
      sprite.bitmap = bitmap
      sprite.visible = false
      @_loop_animation_sprites.push(sprite)
    end
    update_loop_animation
  end
  def animation_set_sprites(sprites, cell_data, position)
    for i in 0..15
      sprite = sprites
      pattern = cell_data[i, 0]
      if sprite == nil or pattern == nil or pattern == -1
        sprite.visible = false if sprite != nil
        next
      end
      sprite.visible = true
      sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
      if position == 3
        if self.viewport != nil
          sprite.x = self.viewport.rect.width / 2
          sprite.y = self.viewport.rect.height - 160
        else
          sprite.x = 320
          sprite.y = 240
        end
      else
        sprite.x = self.x + self.viewport.rect.x -
                    self.ox + self.src_rect.width / 2
        sprite.y = self.y + self.viewport.rect.y -
                    self.oy + self.src_rect.height / 2
        sprite.y -= self.src_rect.height / 4 if position == 0
        sprite.y += self.src_rect.height / 4 if position == 2
      end
      sprite.x += cell_data[i, 1]
      sprite.y += cell_data[i, 2]
      sprite.z = 2000
      sprite.ox = 96
      sprite.oy = 96
      sprite.zoom_x = cell_data[i, 3] / 100.0
      sprite.zoom_y = cell_data[i, 3] / 100.0
      sprite.angle = cell_data[i, 4]
      sprite.mirror = (cell_data[i, 5] == 1)
      sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
      sprite.blend_type = cell_data[i, 7]
    end
  end
end
end

class Game_Actor < Game_Battler
  def screen_x
    if self.index != nil
    n_split = [($game_party.actors.length * 0.5).ceil, 4].min
    case n_split
    when 1
      n_index = self.index * 2
    when 2
      if self.index < ($game_party.actors.length - 2)
        n_index = 0.5 + (2 * self.index)
      else
        if $game_party.actors.length == 3 then
          n_index = (self.index * 2) + 2
        elsif $game_party.actors.length == 4 then
          n_index = self.index * 2
        end
      end
    when 3
        n_index = self.index + (0.25 * (self.index + 1))
      if $game_party.actors.length == 5
      if self.index < 2
        n_index = self.index + (0.25 * (self.index + 1))
      else
        n_index = self.index + (0.25 * (self.index + 2)) + 1
      end
      end
    when 4
      n_index = self.index
      if $game_party.actors.length == 7
      if self.index < 3
        n_index = self.index
      else
        n_index = self.index + 1
      end
      end
    end
      return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) / 5) + 480 + ((n_index / 4).floor * 60)
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # ? ????? Y ?????
  #--------------------------------------------------------------------------
  def screen_y
    n_split = [($game_party.actors.length * 0.5).ceil, 4].min
    case n_split
    when 1
      n_index = self.index * 2
    when 2
      if self.index < ($game_party.actors.length - 2)
        n_index = 0.5 + (2 * self.index)
      else
        if $game_party.actors.length == 3 then
          n_index = (self.index * 2) + 2
        elsif $game_party.actors.length == 4 then
          n_index = self.index * 2
        end
      end
    when 3
        n_index = self.index + (0.25 * (self.index + 1))
      if $game_party.actors.length == 5
      if self.index < 2
        n_index = self.index + (0.25 * (self.index + 1))
      else
        n_index = self.index + (0.25 * (self.index + 2)) + 1
      end
      end
    when 4
      n_index = self.index
      if $game_party.actors.length == 7
      if self.index < 3
        n_index = self.index
      else
        n_index = self.index + 1
      end
      end
    end
    return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
end
  #--------------------------------------------------------------------------
  # ? ????? Z ?????
  #--------------------------------------------------------------------------
  def screen_z
    # ??????????? Z ?????????
    if self.index != nil
      return self.index
    else
      return 0
    end
  end
end

class Game_Enemy < Game_Battler
  def screen_x
    n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
    case n_split
    when 1
      n_index = self.index * 2
    when 2
      if self.index < ($game_troop.enemies.length - 2)
        n_index = 0.5 + (2 * self.index)
      else
        if $game_troop.enemies.length == 3 then
          n_index = (self.index * 2) + 2
        elsif $game_troop.enemies.length == 4 then
          n_index = self.index * 2
        end
      end
    when 3
        n_index = self.index + (0.25 * (self.index + 1))
      if $game_troop.enemies.length == 5
      if self.index < 2
        n_index = self.index + (0.25 * (self.index + 1))
      else
        n_index = self.index + (0.25 * (self.index + 2)) + 2
      end
      end
    when 4
      n_index = self.index
      if $game_troop.enemies.length == 7
      if self.index < 3
        n_index = self.index
      else
        n_index = self.index + 1
      end
      end
    end
    return (n_index - ((n_index / 4).floor) * 4) * ((-160 / (4)) / 5) + 160 - ((n_index / 4).floor * 60)
  end
  #--------------------------------------------------------------------------
  # ? ????? Y ?????
  #--------------------------------------------------------------------------
  def screen_y
    n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
    case n_split
    when 1
      n_index = self.index * 2
    when 2
      if self.index < ($game_troop.enemies.length - 2)
        n_index = 0.5 + (2 * self.index)
      else
        if $game_troop.enemies.length == 3 then
          n_index = (self.index * 2) + 2
        elsif $game_troop.enemies.length == 4 then
          n_index = self.index * 2
        end
      end
    when 3
        n_index = self.index + (0.25 * (self.index + 1))
      if $game_troop.enemies.length == 5
      if self.index < 2
        n_index = self.index + (0.25 * (self.index + 1))
      else
        n_index = self.index + (0.25 * (self.index + 2)) + 1
      end
      end
    when 4
      n_index = self.index
      if $game_troop.enemies.length == 7
      if self.index < 3
        n_index = self.index
      else
        n_index = self.index + 1
      end
      end
    end
    return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
  end
  #--------------------------------------------------------------------------
  # ? ????? Z ?????
  #--------------------------------------------------------------------------
  def screen_z
    return @member_index + 1
  end
end

#==============================================================================
# ? Sprite_Battler
#------------------------------------------------------------------------------
# ?????????????????Game_Battler ???????????????
# ????????????????????
#==============================================================================

class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_accessor :battler                  # ????
  attr_accessor :moving        # Is the sprite moving?
  attr_reader   :index
  attr_accessor :target_index
  attr_accessor :direction
  attr_accessor :pattern
  #--------------------------------------------------------------------------
  # ? ?????????
  #     viewport : ??????
  #     battler  : ???? (Game_Battler)
  #--------------------------------------------------------------------------
  def initialize(viewport, battler = nil)
    super(viewport)
    change
    @old = Graphics.frame_count  # For the delay method
    @goingup = true    # Increasing animation? (if @rm2k_mode is true)
    @once = false      # Is the animation only played once?
    @animated = true   # Used to stop animation when @once is true
    self.opacity = 0
    @index = 0
    @pattern_b = 0
    @counter_b = 0
    @trans_sprite = Sprite.new
    @trans_sprite.opacity = 0
    @bar_hp_sprite = Sprite.new
    @bar_hp_sprite.bitmap = Bitmap.new(64, 10)
    @bar_sp_sprite = Sprite.new
    @bar_sp_sprite.bitmap = Bitmap.new(64, 10)
    @color1 = Color.new(0, 0, 0, 192)
    @color2 = Color.new(255, 255, 192, 192)
    @color3 = Color.new(0, 0, 0, 192)
    @color4 = Color.new(64, 0, 0, 192)
    @old_hp = -1
    @old_sp = -1
    @battler = battler
    @battler_visible = false
    @first = true
    @pattern = 0
    if $target_index == nil
      $target_index = 0
    end
    @battler.is_a?(Game_Enemy) ? enemy_pose(0, 1) : pose(0, 1)
  end
  #--------------------------------------------------------------------------
  # ? ??
  #--------------------------------------------------------------------------
  def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    if @trans_sprite.bitmap != nil
      @trans_sprite.bitmap.dispose
    end
    @trans_sprite.dispose
    @bar_hp_sprite.bitmap.dispose
    @bar_hp_sprite.dispose
    @bar_sp_sprite.bitmap.dispose
    @bar_sp_sprite.dispose
    super
  end
 
  def change(frames = 0, delay = 0, offx = 0, offy = 0, startf = 0, once = false)
    @frames = frames
    @delay = delay
    @offset_x, @offset_y = offx, offy
    @current_frame = startf
    @once = once
    @goingup = true
    @animated = true
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    bar_check = true if @_damage_duration == 1
    super
    @trans_sprite.blend_type = self.blend_type
    @trans_sprite.color = self.color
    if @_collapse_duration > 0
      @trans_sprite.opacity = self.opacity
    else
      @trans_sprite.opacity = [self.opacity, 160].min
    end
    if (@_damage_duration == 0 and bar_check == true) or @first == true
      @first = false if @first == true
      bar_check = false
      @bar_must_change = true
    end
    @bar_hp_sprite.opacity = self.opacity
    @bar_sp_sprite.opacity = self.opacity
    # ????? nil ???
    if @battler == nil
      self.bitmap = nil
      @trans_sprite.bitmap = nil
      loop_animation(nil)
      return
    end
    # ????????????????????
    if @battler.battler_name != @battler_name or
       @battler.battler_hue != @battler_hue
      # ????????????
      @battler_name = @battler.battler_name
      @battler_hue = @battler.battler_hue
      if @battler.is_a?(Game_Actor)
        @battler_name = @battler.character_name
        @battler_hue = @battler.character_hue
        @direction = 4
      else
        @direction = 6
      end
        self.bitmap = RPG::Cache.character(@battler_name, @battler_hue)
        @width = bitmap.width / 4
        @height = bitmap.height / 4
        @frame_width = @width
        @frame_height = @height
        self.ox = @width / 2
        self.oy = @height
        @pattern = @current_frame
        @direction = @offset_y
        sx = @pattern * @width
        sy = (@direction - 2) / 2 * @height
        self.src_rect.set(sx, sy, @width, @height)
        @current_frame = (@current_frame + 1) unless @frames == 0
        @animated = false if @current_frame == @frames and @once
        @current_frame %= @frames
        @trans_sprite.bitmap = self.bitmap
        @trans_sprite.ox = self.ox
        @trans_sprite.oy = self.oy
        @trans_sprite.src_rect.set(sx, sy, @width, @height)
      # ?????????????????? 0 ???
      if @battler.dead? or @battler.hidden
        self.opacity = 0
        @trans_sprite.opacity = 0
        @bar_hp_sprite.opacity = 0
        @bar_sp_sprite.opacity = 0
      end
    self.x = @battler.screen_x
    self.y = @battler.screen_y
    self.z = @battler.screen_z
  end
  change_sp_bar if @old_sp != @battler.sp
  if delay(@delay) and @animated
      @pattern = @current_frame
      @direction = @offset_y
      sx = @pattern * @width
      sy = (@direction - 2) / 2 * @height
      self.src_rect.set(sx, sy, @width, @height)
      @current_frame = (@current_frame + 1) unless @frames == 0
      @animated = false if @current_frame == @frames and @once
      @current_frame %= @frames
      @trans_sprite.ox = self.ox
      @trans_sprite.oy = self.oy
      @trans_sprite.src_rect.set(sx, sy, @width, @height)
    end
    # ??????? ID ????????????
    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
    # ??????????????
    #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
    end
    # ?????
    if @battler_visible
      # ??
      if @battler.hidden
        $game_system.se_play($data_system.escape_se)
        escape
        @trans_sprite.opacity = 0
        @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 @bar_must_change == true
        @bar_must_change = false
        if @old_hp != @battler.hp
          change_hp_bar
        end
        if @battler.damage == nil and @battler.dead?
          if @battler.is_a?(Game_Enemy)
            $game_system.se_play($data_system.enemy_collapse_se)
          else
            $game_system.se_play($data_system.actor_collapse_se)
          end
          collapse
          @battler_visible = false
        end
      end
    end
    # ???????????
    @trans_sprite.x = self.x
    @trans_sprite.y = self.y
    @trans_sprite.z = self.z
    @bar_hp_sprite.x = @battler.screen_x - 32
    @bar_hp_sprite.y = @battler.screen_y - (@height +18) if @height != nil
    @bar_hp_sprite.z = 100
    @bar_sp_sprite.x = @battler.screen_x - 32
    @bar_sp_sprite.y = @battler.screen_y - (@height + 8) if @height != nil
    @bar_sp_sprite.z = 100
  end
 
  #--------------------------------------------------------------------------
  # - Move the sprite
  #   x : X coordinate of the destination point
  #   y : Y coordinate of the destination point
  #   speed : Speed of movement (0 = delayed, 1+ = faster)
  #   delay : Movement delay if speed is at 0
  #--------------------------------------------------------------------------
  def move(x, y, speed = 1, delay = 0)
    @destx = x
    @desty = y
    @move_speed = speed
    @move_delay = delay
    @move_old = Graphics.frame_count
    @moving = true
  end
 
  #--------------------------------------------------------------------------
  # - Move sprite to destx and desty
  #--------------------------------------------------------------------------
  def update_move
    return unless @moving
    movinc = @move_speed == 0 ? 1 : @move_speed
    if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
      self.x += movinc if self.x < @destx
      self.x -= movinc if self.x > @destx
      self.y += movinc if self.y < @desty
      self.y -= movinc if self.y > @desty
      @move_old = Graphics.frame_count
    end
    if @move_speed > 1  # Check if sprite can't reach that point
      self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
                         (@destx - self.x).abs <= @move_speed
      self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
                         (@desty - self.y).abs <= @move_speed
    end
    if self.x == @destx and self.y == @desty
      @moving = false
    end
  end
 
  #--------------------------------------------------------------------------
  # - Pause animation, but still updates movement
  #   frames : Number of frames
  #--------------------------------------------------------------------------
  def delay(frames)
    update_move
    if (Graphics.frame_count - @old >= frames)
      @old = Graphics.frame_count
      return true
    end
    return false
  end
 
  def change_hp_bar
    j = false
   @old_hp = @battler.hp if @old_hp == -1
    i = @old_hp
    loop do
      i -= 10
      if i < @battler.hp
        i = @battler.hp
        j = true
      end
      rate = i.to_f / @battler.maxhp
      @color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
      @color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
      @bar_hp_sprite.bitmap.clear
      @bar_hp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
      @bar_hp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
      @bar_hp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
      @bar_hp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color5, @color6, 0)
      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
      @bar_hp_sprite.opacity = self.opacity
      Graphics.update
      if j == true
        j = false
        break
      end
    end
    @old_hp = @battler.hp
  end
 
  def change_sp_bar
    j = false
   @old_sp = @battler.sp if @old_sp == -1
    i = @old_sp
    loop do
      i -= 10
      if i < @battler.sp
        i = @battler.sp
        j = true
      end
      rate = i.to_f / @battler.maxsp
      @color7 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
      @color8 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
      @bar_sp_sprite.bitmap.clear
      @bar_sp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
      @bar_sp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
      @bar_sp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
      @bar_sp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color7, @color8, 0)
      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
      @bar_sp_sprite.opacity = self.opacity
      Graphics.update
      if j == true
        j = false
        break
      end
    end
    @old_sp = @battler.sp
  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
 
  def index=(index)
    @index = index
    update
  end
 
    def pose(number, frames = 4)
    case number
    when 0
      change(frames, 4, 0, 4, 0)
    when 1
      change(frames, 4, 0, 4)
    when 2
      change(frames, 4, 0, 6)
    else
      change(frames, 4, 0, 0, 0)
    end
  end
 
    def enemy_pose(number ,enemy_frames = 4)
    case number
    when 0
      change(enemy_frames, 4, 0, 6, 0)
    when 1
      change(enemy_frames, 4, 0, 4)
    when 2
      change(enemy_frames, 4, 0, 6)
    else
      change(enemy_frames, 4, 0, 0, 0)
    end
  end
 
  def default_pose
    pose(0, 1)
  end
end

#==============================================================================
# ? Spriteset_Battle
#------------------------------------------------------------------------------
# ????????????????????????????? Scene_Battle ??
# ????????????
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_reader   :viewport1                # ????????????
  attr_reader   :viewport2                # ????????????
  attr_accessor :actor_sprites
  attr_accessor :enemy_sprites
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def initialize
    # ?????????
    @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
    if $game_temp.battleback_name == ""
    @battleback_sprite = nil
    @tilemap = Tilemap.new(@viewport1)
    @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
    for i in 0..6
      autotile_name = $game_map.autotile_names
      @tilemap.autotiles = RPG::Cache.autotile(autotile_name)
    end
    @tilemap.map_data = $game_map.data
    @tilemap.priorities = $game_map.priorities
    else
    # ??????????????
    @tilemap = nil
    @battleback_sprite = Sprite.new(@viewport1)
    end
    # ????????????
    @enemy_sprites = []
    for enemy in $game_troop.enemies#.reverse
      @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
    end
    # ????????????
    @actor_sprites = []
    for j in 0..7
        # ƒAƒNƒ^[ƒXƒvƒ‰ƒCƒg‚ð’ljÁ
        @actor_sprites.push(Sprite_Battler.new(@viewport1, $game_party.actors[j]))
    end
    # ?????
    @weather = RPG::Weather.new(@viewport1)
    # ????????????
    @picture_sprites = []
    for i in 51..100
      @picture_sprites.push(Sprite_Picture.new(@viewport3,
        $game_screen.pictures))
    end
    # ????????????
    @timer_sprite = Sprite_Timer.new
    # ??????
    update
  end
  #--------------------------------------------------------------------------
  # ? ??
  #--------------------------------------------------------------------------
  def dispose
    if @tilemap != nil
    # ?????????
    @tilemap.tileset.dispose
    for i in 0..6
      @tilemap.autotiles.dispose
    end
    @tilemap.dispose
    end
    # ??????????????
    if @battleback_sprite != nil
    # ??????????????????????
    if @battleback_sprite.bitmap != nil
      @battleback_sprite.bitmap.dispose
    end
    @battleback_sprite.dispose
    end
    # ??????????????????????
    for sprite in @enemy_sprites + @actor_sprites
      sprite.dispose
    end
    # ?????
    @weather.dispose
    # ????????????
    for sprite in @picture_sprites
      sprite.dispose
    end
    # ????????????
    @timer_sprite.dispose
    # ?????????
    @viewport1.dispose
    @viewport2.dispose
    @viewport3.dispose
    @viewport4.dispose
  end
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  def effect?
    # ??????????????? true ???
    for sprite in @enemy_sprites + @actor_sprites
      return true if sprite.effect?
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    # ???????????????????????
    if @battleback_sprite != nil
    if @battleback_name != $game_temp.battleback_name
      @battleback_name = $game_temp.battleback_name
      if @battleback_sprite.bitmap != nil
        @battleback_sprite.bitmap.dispose
      end
      bg_bitmap = RPG::Cache.battleback(@battleback_name)
      bg_bitmap_stretch = Bitmap.new(640, 480)
      bg_bitmap_stretch.stretch_blt(Rect.new(0, 0, 640, 480), bg_bitmap, bg_bitmap.rect)
      @battleback_sprite.bitmap = bg_bitmap_stretch
    end
    end
    if @tilemap != nil
    @tilemap.ox = $game_map.display_x / 4
    @tilemap.oy = $game_map.display_y / 4
    @tilemap.update
    end
    # ????????????
    for sprite in @enemy_sprites + @actor_sprites
      sprite.update
    end
    # ???????????
    @weather.type = $game_screen.weather_type
    @weather.max = $game_screen.weather_max
    @weather.update
    # ????????????
    for sprite in @picture_sprites
      sprite.update
    end
    # ????????????
    @timer_sprite.update
    # ???????????????
    @viewport1.tone = $game_screen.tone
    @viewport1.ox = $game_screen.shake
    # ????????????
    @viewport4.color = $game_screen.flash_color
    # ?????????
    @viewport1.update
    @viewport2.update
    @viewport4.update
  end
end

#==============================================================================
# ? Window_Command
#------------------------------------------------------------------------------
# ??????????????????????
#==============================================================================

class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # ? ?????????
  #     width    : ???????
  #     commands : ??????????
  #--------------------------------------------------------------------------
  def initialize(width, commands, column_max = 1, style = 0, inf_scroll = 1)
    # ????????????????????
    super(0, 0, width, (commands.size * 1.0 / column_max).ceil * 32 + 32)
    @inf_scroll = inf_scroll
    @item_max = commands.size
    @commands = commands
    @column_max = column_max
    @style = style
    self.contents = Bitmap.new(width - 32, (@item_max * 1.0 / @column_max).ceil * 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #     index : ????
  #     color : ???
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(index%@column_max * (self.width / @column_max) + 4, 32 * (index/@column_max), self.width / @column_max - 40, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], @style)
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #     index : ????
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
 
  def update_help
    @help_window.set_actor($game_party.actors[$scene.actor_index])
  end
end

#==============================================================================
# ? Arrow_Enemy
#------------------------------------------------------------------------------
# ?????????????????????????????? Arrow_Base ??
# ????????
#==============================================================================

class Arrow_Enemy < Arrow_Base
  #--------------------------------------------------------------------------
  # ? ?????????????????
  #--------------------------------------------------------------------------
  def enemy
    return $game_troop.enemies[@index]
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    # ???????????????????
    $game_troop.enemies.size.times do
      break if self.enemy.exist?
      @index += 1
      @index %= $game_troop.enemies.size
    end
    # ?????
    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
    if Input.repeat?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      $game_troop.enemies.size.times do
        @index += ((($game_troop.enemies.length) * 0.5).ceil)
        @index %= $game_troop.enemies.size
        break if self.enemy.exist?
      end
    end
    if Input.repeat?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      $game_troop.enemies.size.times do
        @index += $game_troop.enemies.size - ((($game_troop.enemies.length) * 0.5).ceil)
        @index %= $game_troop.enemies.size
        break if self.enemy.exist?
      end
    end
    # ???????????
    if self.enemy != nil
      self.x = self.enemy.screen_x + 4
      self.y = self.enemy.screen_y + 36
      self.z = self.enemy.screen_z + 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def update_help
    # ????????????????????????
    @help_window.set_enemy(self.enemy)
  end
end

#==============================================================================
# ? Arrow_Actor
#------------------------------------------------------------------------------
# ?????????????????????????????? Arrow_Base ??
# ????????
#==============================================================================

class Arrow_Actor < Arrow_Base
  #--------------------------------------------------------------------------
  # ? ?????????????????
  #--------------------------------------------------------------------------
  def actor
    return $game_party.actors[@index]
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    # ?????
    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
    if Input.repeat?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @index += ($game_party.actors.length * 0.5).ceil
      @index %= $game_party.actors.size
    end
    # ?????
    if Input.repeat?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @index += $game_party.actors.size - (($game_party.actors.length * 0.5).ceil)
      @index %= $game_party.actors.size
    end
    # ???????????
    if self.actor != nil
      self.x = self.actor.screen_x
      self.y = self.actor.screen_y + 36
      self.z = self.actor.screen_z + 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def update_help
    # ??????????????????????
    @help_window.set_actor(self.actor)
  end
end

class Scene_Battle
  attr_accessor :actor_index
  def main
    # ???????????????
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    # ??????????????????
    $game_system.battle_interpreter.setup(nil, 0)
    # ???????
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    # ????????????????
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(640, [s1, s2, s3, s4], 4)
    @actor_command_window.y = 64
    @actor_command_window.back_opacity = 160
    @actor_command_window.active = false
    @actor_command_window.visible = false
    # ????????????
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    @help_window.back_opacity = 160
    @help_window.visible = false
    #@status_window = Window_BattleStatus.new
    @message_window = Window_Message.new
    # ???????????
    @spriteset = Spriteset_Battle.new
    # ????????????
    @wait_count = 0
    # ?????????
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    # ???????????
    start_phase1
    # ??????
    loop do
      # ????????
      Graphics.update
      # ???????
      Input.update
      # ??????
      update
      # ????????????????
      if $scene != self
        break
      end
    end
    # ??????????
    $game_map.refresh
    # ?????????
    Graphics.freeze
    # ????????
    @actor_command_window.dispose
    @party_command_window.dispose
    @help_window.dispose
    #@status_window.dispose
    @message_window.dispose
    if @skill_window != nil
      @skill_window.dispose
    end
    if @item_window != nil
      @item_window.dispose
    end
    if @result_window != nil
      @result_window.dispose
    end
    # ???????????
    @spriteset.dispose
    # ???????????????
    if $scene.is_a?(Scene_Title)
      # ??????????
      Graphics.transition
      Graphics.freeze
    end
    # ???????????????????????????
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end
 
  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
    # ????? 0 ??????
    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
      # ??????? BGM ???
      $game_system.bgm_play($game_temp.map_bgm)
      # ?????
      battle_end(1)
    &nbs
« Last Edit: March 26, 2007, 01:42:41 AM by bulls84 »

**
Rep:
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Ran into a little problem, hope someone can help.

I put the script in and it work fine. I tried to change the battle back to something that looks right with the side veiw and I got an error message. I tried to change it back...Same error... Took out the whole script again and guess what? Same error. Below is the error message screenie

http://img.photobucket.com/albums/v200/travskoot/Gah.jpg

=\

EDIT: I think that might be mostly I started in a saved game. I added the batteback again, started a new game and got a new error

Its a syntax error on line 1909 =(
« Last Edit: April 04, 2007, 11:50:12 PM by WhiteKnight »

**
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Hate to do this but I really need this solved. *Bumpp*

pokeball WcWOfflineMale
***
Rep:
Level 87
2 + 2 is a math problem, NOT 4.
This unfortunately happens every time this script is added into a game, and as far as I know it can't be fixed, so my advice is just to not use this script at all until you make a new game.
If you are reading this, the government of the U.S.A. is currently planting a chip in your brain.
People like decreasing my Rep. In fact, people like decreasing most others people's rep.

*
A Random Custom Title
Rep:
Level 96
wah
He really does need this solved... Lots of maps already made...

pokeball WcWOfflineMale
***
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2 + 2 is a math problem, NOT 4.
Well, actually, I might have a way.  Give me a sec to figure this out.
If you are reading this, the government of the U.S.A. is currently planting a chip in your brain.
People like decreasing my Rep. In fact, people like decreasing most others people's rep.

pokeball WcWOfflineMale
***
Rep:
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2 + 2 is a math problem, NOT 4.
Yes, I might be on to something.  Create a new game, change all the battlebacks, then install the script.  The use the materialbase to upload anything you don't already have in the game.  The next part will require manual re-formating.

Open the game folder for your original game, go to the data folder.  To the same with the new game.  MAKE SURE NOT TO GET THESE TWO CONFUSED, OR ELSE YOU WILL PAY. Copy the following files from the original and replace the ones in the new game with them:
Everything BUT scripts.  Do this with all the files you have in the other two folders, and it should work.  I'll test it right quick to make sure.
If you are reading this, the government of the U.S.A. is currently planting a chip in your brain.
People like decreasing my Rep. In fact, people like decreasing most others people's rep.

****
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Back with RMVX!
Wierd, I never used to have that problem...
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

**
Rep:
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I get a "Bad Value For Range" error when I get into battle now.

Did all you said.

I tried it out in a new game and it work fine other then the fact that did battleback didn't change. I had it set to one of the ones downloaded from this thread.
« Last Edit: April 09, 2007, 03:24:57 AM by WhiteKnight »

****
Rep:
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Back with RMVX!
I don't know what's wrong, I never had those kinds of problems with this script...
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

pokeball WcWOfflineMale
***
Rep:
Level 87
2 + 2 is a math problem, NOT 4.
I looked into it, there's no way to solve it.  You'll have to get someone good at scripting to take a look at it, I guess.
If you are reading this, the government of the U.S.A. is currently planting a chip in your brain.
People like decreasing my Rep. In fact, people like decreasing most others people's rep.

****
Rep:
Level 88
Back with RMVX!
*cough*Blizzard*cough*
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

**
Rep:
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*sigh* Hopfully Blizz see's this... Should I just PM him?

pokeball WcWOfflineMale
***
Rep:
Level 87
2 + 2 is a math problem, NOT 4.
Hmm... Strange how I was coughing the word Blizz in my head at the same time Irgna was coughing it aloud... :lol:
If you are reading this, the government of the U.S.A. is currently planting a chip in your brain.
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I have been on this site for all of three days and that was the first thing that came to my head **Blizzard**

Haha, look for 5 mins in this section and you can tell he's the man when it comes to scripts.

***
Rep:
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Your greatest flaw is that you have a soul.
USUALLY when ABS don't work for me I delete the lone SDK script and the problems vanish.

...

Just a thought.

pokeball WcWOfflineMale
***
Rep:
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2 + 2 is a math problem, NOT 4.
This, however, is NOT an ABS.
If you are reading this, the government of the U.S.A. is currently planting a chip in your brain.
People like decreasing my Rep. In fact, people like decreasing most others people's rep.

****
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Back with RMVX!
Correct, it's a SVBS (Side-View Battle System).
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

*
A Random Custom Title
Rep:
Level 96
wah
An advanced SVBS. ;) Also, if my game/script doesn't get helped with, then I'm going to make a new project and use this :P Maybe I'll use this anyways.

**
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So just to clarify, i'm not the only one getting this error/getting bugs?

**
Rep:
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Can anyone take a look at this script? I really need it =(

**
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is it really gone? can someone re-upload it?

or maybe it was something like this:
http://www.sendspace.com/file/as7tyw
?

**
Rep:
Level 87
I am Hitler's sidekick.
I know this is unnecessary to reply in, and it's probably a complete necro, but I really would like this script, does anyone else have this script that they could host somewhere?

**
Rep: +0/-0Level 86
yeah i would like the scipt too  :bean:

i have this other one... but i have tomake all the battlers AND I TRIED AND DONE VRY BADLLY  ;9
what program are you supposed to use??

*
A Random Custom Title
Rep:
Level 96
wah
This should be it. I attached the script to this post.

**
Rep:
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I am Hitler's sidekick.
I opened it with notepad and only like half the characters showed up:/

pokeball WcWOfflineMale
***
Rep:
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2 + 2 is a math problem, NOT 4.
The script is bugged up, nothing we can do about it, though maybe Lord Blizzard will look at it eventually.
If you are reading this, the government of the U.S.A. is currently planting a chip in your brain.
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2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Best RPG Maker User (Scripting)2010 Best Use Of Avatar And Signature Space
I would suggest you use Minkoff's or Ccoa's. You do need to make battlers, but there are quite a few out there now, including dollmage's, which are awesome. Try hbgames.org to find those scripts.

*
Rep: +0/-0Level 86
I was really hoping that you could re-upload this script and demo. I'm really interested using it. Thank you!

**
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i am having problems with this script the half of any battler is missing for some reason can anyone help me out ????

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I is my hero!
Spoiler for:
[code]class Bitmap
if not method_defined?('original_draw_text')
  alias original_draw_text draw_text
  def draw_text(*arg)

    original_color = self.font.color.dup
    self.font.color = Color.new(0, 0, 0, 128)

    if arg[0].is_a?(Rect)
      arg[0].x += 2
      arg[0].y += 2
      self.original_draw_text(*arg)
      arg[0].x -= 2
      arg[0].y -= 2
    else
      arg[0] += 2
      arg[1] += 2
      self.original_draw_text(*arg)
      arg[0] -= 2
      arg[1] -= 2
    end

    self.font.color = original_color
    self.original_draw_text(*arg)

  end
end
def gradation_rect(x, y, width, height, color1, color2, align = 0)
  if align == 0
    for i in x...x + width
      red   = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
      green = color1.green +
              (color2.green - color1.green) * (i - x) / (width - 1)
      blue  = color1.blue +
              (color2.blue - color1.blue) * (i - x) / (width - 1)
      alpha = color1.alpha +
              (color2.alpha - color1.alpha) * (i - x) / (width - 1)
      color = Color.new(red, green, blue, alpha)
      fill_rect(i, y, 1, height, color)
    end
  elsif align == 1
    for i in y...y + height
      red   = color1.red +
              (color2.red - color1.red) * (i - y) / (height - 1)
      green = color1.green +
              (color2.green - color1.green) * (i - y) / (height - 1)
      blue  = color1.blue +
              (color2.blue - color1.blue) * (i - y) / (height - 1)
      alpha = color1.alpha +
              (color2.alpha - color1.alpha) * (i - y) / (height - 1)
      color = Color.new(red, green, blue, alpha)
      fill_rect(x, i, width, 1, color)
    end
  elsif align == 2
    for i in x...x + width
      for j in y...y + height
        red   = color1.red + (color2.red - color1.red) *
                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        green = color1.green + (color2.green - color1.green) *
                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        blue  = color1.blue + (color2.blue - color1.blue) *
                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        alpha = color1.alpha + (color2.alpha - color1.alpha) *
                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        color = Color.new(red, green, blue, alpha)
        set_pixel(i, j, color)
      end
    end
  elsif align == 3
    for i in x...x + width
      for j in y...y + height
        red   = color1.red + (color2.red - color1.red) *
              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        green = color1.green + (color2.green - color1.green) *
              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        blue  = color1.blue + (color2.blue - color1.blue) *
              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        alpha = color1.alpha + (color2.alpha - color1.alpha) *
              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
        color = Color.new(red, green, blue, alpha)
        set_pixel(i, j, color)
      end
    end
  end
end
end

module RPG
class Sprite < ::Sprite
  def damage(value, critical)
    dispose_damage
    if value.is_a?(Numeric)
      damage_string = value.abs.to_s
    else
      damage_string = value.to_s
    end
    bitmap = Bitmap.new(160, 48)
    bitmap.font.name = "Arial Black"
    bitmap.font.size = 32
    bitmap.font.color.set(0, 0, 0)
    bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
    bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
    bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
    bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
    if value.is_a?(Numeric) and value < 0
      bitmap.font.color.set(176, 255, 144)
    else
      bitmap.font.color.set(255, 255, 255)
    end
    bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
    if critical
      bitmap.font.size = 20
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
      bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
      bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
      bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
      bitmap.font.color.set(255, 255, 255)
      bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
    end
    @_damage_sprite = ::Sprite.new
    @_damage_sprite.bitmap = bitmap
    @_damage_sprite.ox = 80 + self.viewport.ox
    @_damage_sprite.oy = 20 + self.viewport.oy
    @_damage_sprite.x = self.x + self.viewport.rect.x
    @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
    @_damage_sprite.z = 3000
    @_damage_duration = 40
  end
  def animation(animation, hit)
    dispose_animation
    @_animation = animation
    return if @_animation == nil
    @_animation_hit = hit
    @_animation_duration = @_animation.frame_max
    animation_name = @_animation.animation_name
    animation_hue = @_animation.animation_hue
    bitmap = RPG::Cache.animation(animation_name, animation_hue)
    if @@_reference_count.include?(bitmap)
      @@_reference_count[bitmap] += 1
    else
      @@_reference_count[bitmap] = 1
    end
    @_animation_sprites = []
    if @_animation.position != 3 or not @@_animations.include?(animation)
      for i in 0..15
        sprite = ::Sprite.new
        sprite.bitmap = bitmap
        sprite.visible = false
        @_animation_sprites.push(sprite)
      end
      unless @@_animations.include?(animation)
        @@_animations.push(animation)
      end
    end
    update_animation
  end
  def loop_animation(animation)
    return if animation == @_loop_animation
    dispose_loop_animation
    @_loop_animation = animation
    return if @_loop_animation == nil
    @_loop_animation_index = 0
    animation_name = @_loop_animation.animation_name
    animation_hue = @_loop_animation.animation_hue
    bitmap = RPG::Cache.animation(animation_name, animation_hue)
    if @@_reference_count.include?(bitmap)
      @@_reference_count[bitmap] += 1
    else
      @@_reference_count[bitmap] = 1
    end
    @_loop_animation_sprites = []
    for i in 0..15
      sprite = ::Sprite.new
      sprite.bitmap = bitmap
      sprite.visible = false
      @_loop_animation_sprites.push(sprite)
    end
    update_loop_animation
  end
  def animation_set_sprites(sprites, cell_data, position)
    for i in 0..15
      sprite = sprites
      pattern = cell_data[i, 0]
      if sprite == nil or pattern == nil or pattern == -1
        sprite.visible = false if sprite != nil
        next
      end
      sprite.visible = true
      sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
      if position == 3
        if self.viewport != nil
          sprite.x = self.viewport.rect.width / 2
          sprite.y = self.viewport.rect.height - 160
        else
          sprite.x = 320
          sprite.y = 240
        end
      else
        sprite.x = self.x + self.viewport.rect.x -
                    self.ox + self.src_rect.width / 2
        sprite.y = self.y + self.viewport.rect.y -
                    self.oy + self.src_rect.height / 2
        sprite.y -= self.src_rect.height / 4 if position == 0
        sprite.y += self.src_rect.height / 4 if position == 2
      end
      sprite.x += cell_data[i, 1]
      sprite.y += cell_data[i, 2]
      sprite.z = 2000
      sprite.ox = 96
      sprite.oy = 96
      sprite.zoom_x = cell_data[i, 3] / 100.0
      sprite.zoom_y = cell_data[i, 3] / 100.0
      sprite.angle = cell_data[i, 4]
      sprite.mirror = (cell_data[i, 5] == 1)
      sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
      sprite.blend_type = cell_data[i, 7]
    end
  end
end
end

class Game_Actor < Game_Battler
  def screen_x
    if self.index != nil
    n_split = [($game_party.actors.length * 0.5).ceil, 4].min
    case n_split
    when 1
      n_index = self.index * 2
    when 2
      if self.index < ($game_party.actors.length - 2)
        n_index = 0.5 + (2 * self.index)
      else
        if $game_party.actors.length == 3 then
          n_index = (self.index * 2) + 2
        elsif $game_party.actors.length == 4 then
          n_index = self.index * 2
        end
      end
    when 3
        n_index = self.index + (0.25 * (self.index + 1))
      if $game_party.actors.length == 5
      if self.index < 2
        n_index = self.index + (0.25 * (self.index + 1))
      else
        n_index = self.index + (0.25 * (self.index + 2)) + 1
      end
      end
    when 4
      n_index = self.index
      if $game_party.actors.length == 7
      if self.index < 3
        n_index = self.index
      else
        n_index = self.index + 1
      end
      end
    end
      return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) / 5) + 480 + ((n_index / 4).floor * 60)
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # ? ????? Y ?????
  #--------------------------------------------------------------------------
  def screen_y
    n_split = [($game_party.actors.length * 0.5).ceil, 4].min
    case n_split
    when 1
      n_index = self.index * 2
    when 2
      if self.index < ($game_party.actors.length - 2)
        n_index = 0.5 + (2 * self.index)
      else
        if $game_party.actors.length == 3 then
          n_index = (self.index * 2) + 2
        elsif $game_party.actors.length == 4 then
          n_index = self.index * 2
        end
      end
    when 3
        n_index = self.index + (0.25 * (self.index + 1))
      if $game_party.actors.length == 5
      if self.index < 2
        n_index = self.index + (0.25 * (self.index + 1))
      else
        n_index = self.index + (0.25 * (self.index + 2)) + 1
      end
      end
    when 4
      n_index = self.index
      if $game_party.actors.length == 7
      if self.index < 3
        n_index = self.index
      else
        n_index = self.index + 1
      end
      end
    end
    return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
end
  #--------------------------------------------------------------------------
  # ? ????? Z ?????
  #--------------------------------------------------------------------------
  def screen_z
    # ??????????? Z ?????????
    if self.index != nil
      return self.index
    else
      return 0
    end
  end
end

class Game_Enemy < Game_Battler
  def screen_x
    n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
    case n_split
    when 1
      n_index = self.index * 2
    when 2
      if self.index < ($game_troop.enemies.length - 2)
        n_index = 0.5 + (2 * self.index)
      else
        if $game_troop.enemies.length == 3 then
          n_index = (self.index * 2) + 2
        elsif $game_troop.enemies.length == 4 then
          n_index = self.index * 2
        end
      end
    when 3
        n_index = self.index + (0.25 * (self.index + 1))
      if $game_troop.enemies.length == 5
      if self.index < 2
        n_index = self.index + (0.25 * (self.index + 1))
      else
        n_index = self.index + (0.25 * (self.index + 2)) + 2
      end
      end
    when 4
      n_index = self.index
      if $game_troop.enemies.length == 7
      if self.index < 3
        n_index = self.index
      else
        n_index = self.index + 1
      end
      end
    end
    return (n_index - ((n_index / 4).floor) * 4) * ((-160 / (4)) / 5) + 160 - ((n_index / 4).floor * 60)
  end
  #--------------------------------------------------------------------------
  # ? ????? Y ?????
  #--------------------------------------------------------------------------
  def screen_y
    n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
    case n_split
    when 1
      n_index = self.index * 2
    when 2
      if self.index < ($game_troop.enemies.length - 2)
        n_index = 0.5 + (2 * self.index)
      else
        if $game_troop.enemies.length == 3 then
          n_index = (self.index * 2) + 2
        elsif $game_troop.enemies.length == 4 then
          n_index = self.index * 2
        end
      end
    when 3
        n_index = self.index + (0.25 * (self.index + 1))
      if $game_troop.enemies.length == 5
      if self.index < 2
        n_index = self.index + (0.25 * (self.index + 1))
      else
        n_index = self.index + (0.25 * (self.index + 2)) + 1
      end
      end
    when 4
      n_index = self.index
      if $game_troop.enemies.length == 7
      if self.index < 3
        n_index = self.index
      else
        n_index = self.index + 1
      end
      end
    end
    return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
  end
  #--------------------------------------------------------------------------
  # ? ????? Z ?????
  #--------------------------------------------------------------------------
  def screen_z
    return @member_index + 1
  end
end

#==============================================================================
# ? Sprite_Battler
#------------------------------------------------------------------------------
# ?????????????????Game_Battler ???????????????
# ????????????????????
#==============================================================================

class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_accessor :battler                  # ????
  attr_accessor :moving        # Is the sprite moving?
  attr_reader   :index
  attr_accessor :target_index
  attr_accessor :direction
  attr_accessor :pattern
  #--------------------------------------------------------------------------
  # ? ?????????
  #     viewport : ??????
  #     battler  : ???? (Game_Battler)
  #--------------------------------------------------------------------------
  def initialize(viewport, battler = nil)
    super(viewport)
    change
    @old = Graphics.frame_count  # For the delay method
    @goingup = true    # Increasing animation? (if @rm2k_mode is true)
    @once = false      # Is the animation only played once?
    @animated = true   # Used to stop animation when @once is true
    self.opacity = 0
    @index = 0
    @pattern_b = 0
    @counter_b = 0
    @trans_sprite = Sprite.new
    @trans_sprite.opacity = 0
    @bar_hp_sprite = Sprite.new
    @bar_hp_sprite.bitmap = Bitmap.new(64, 10)
    @bar_sp_sprite = Sprite.new
    @bar_sp_sprite.bitmap = Bitmap.new(64, 10)
    @color1 = Color.new(0, 0, 0, 192)
    @color2 = Color.new(255, 255, 192, 192)
    @color3 = Color.new(0, 0, 0, 192)
    @color4 = Color.new(64, 0, 0, 192)
    @old_hp = -1
    @old_sp = -1
    @battler = battler
    @battler_visible = false
    @first = true
    @pattern = 0
    if $target_index == nil
      $target_index = 0
    end
    @battler.is_a?(Game_Enemy) ? enemy_pose(0, 1) : pose(0, 1)
  end
  #--------------------------------------------------------------------------
  # ? ??
  #--------------------------------------------------------------------------
  def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    if @trans_sprite.bitmap != nil
      @trans_sprite.bitmap.dispose
    end
    @trans_sprite.dispose
    @bar_hp_sprite.bitmap.dispose
    @bar_hp_sprite.dispose
    @bar_sp_sprite.bitmap.dispose
    @bar_sp_sprite.dispose
    super
  end
 
  def change(frames = 0, delay = 0, offx = 0, offy = 0, startf = 0, once = false)
    @frames = frames
    @delay = delay
    @offset_x, @offset_y = offx, offy
    @current_frame = startf
    @once = once
    @goingup = true
    @animated = true
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    bar_check = true if @_damage_duration == 1
    super
    @trans_sprite.blend_type = self.blend_type
    @trans_sprite.color = self.color
    if @_collapse_duration > 0
      @trans_sprite.opacity = self.opacity
    else
      @trans_sprite.opacity = [self.opacity, 160].min
    end
    if (@_damage_duration == 0 and bar_check == true) or @first == true
      @first = false if @first == true
      bar_check = false
      @bar_must_change = true
    end
    @bar_hp_sprite.opacity = self.opacity
    @bar_sp_sprite.opacity = self.opacity
    # ????? nil ???
    if @battler == nil
      self.bitmap = nil
      @trans_sprite.bitmap = nil
      loop_animation(nil)
      return
    end
    # ????????????????????
    if @battler.battler_name != @battler_name or
       @battler.battler_hue != @battler_hue
      # ????????????
      @battler_name = @battler.battler_name
      @battler_hue = @battler.battler_hue
      if @battler.is_a?(Game_Actor)
        @battler_name = @battler.character_name
        @battler_hue = @battler.character_hue
        @direction = 4
      else
        @direction = 6
      end
        self.bitmap = RPG::Cache.character(@battler_name, @battler_hue)
        @width = bitmap.width / 4
        @height = bitmap.height / 4
        @frame_width = @width
        @frame_height = @height
        self.ox = @width / 2
        self.oy = @height
        @pattern = @current_frame
        @direction = @offset_y
        sx = @pattern * @width
        sy = (@direction - 2) / 2 * @height
        self.src_rect.set(sx, sy, @width, @height)
        @current_frame = (@current_frame + 1) unless @frames == 0
        @animated = false if @current_frame == @frames and @once
        @current_frame %= @frames
        @trans_sprite.bitmap = self.bitmap
        @trans_sprite.ox = self.ox
        @trans_sprite.oy = self.oy
        @trans_sprite.src_rect.set(sx, sy, @width, @height)
      # ?????????????????? 0 ???
      if @battler.dead? or @battler.hidden
        self.opacity = 0
        @trans_sprite.opacity = 0
        @bar_hp_sprite.opacity = 0
        @bar_sp_sprite.opacity = 0
      end
    self.x = @battler.screen_x
    self.y = @battler.screen_y
    self.z = @battler.screen_z
  end
  change_sp_bar if @old_sp != @battler.sp
  if delay(@delay) and @animated
      @pattern = @current_frame
      @direction = @offset_y
      sx = @pattern * @width
      sy = (@direction - 2) / 2 * @height
      self.src_rect.set(sx, sy, @width, @height)
      @current_frame = (@current_frame + 1) unless @frames == 0
      @animated = false if @current_frame == @frames and @once
      @current_frame %= @frames
      @trans_sprite.ox = self.ox
      @trans_sprite.oy = self.oy
      @trans_sprite.src_rect.set(sx, sy, @width, @height)
    end
    # ??????? ID ????????????
    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
    # ??????????????
    #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
    end
    # ?????
    if @battler_visible
      # ??
      if @battler.hidden
        $game_system.se_play($data_system.escape_se)
        escape
        @trans_sprite.opacity = 0
        @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 @bar_must_change == true
        @bar_must_change = false
        if @old_hp != @battler.hp
          change_hp_bar
        end
        if @battler.damage == nil and @battler.dead?
          if @battler.is_a?(Game_Enemy)
            $game_system.se_play($data_system.enemy_collapse_se)
          else
            $game_system.se_play($data_system.actor_collapse_se)
          end
          collapse
          @battler_visible = false
        end
      end
    end
    # ???????????
    @trans_sprite.x = self.x
    @trans_sprite.y = self.y
    @trans_sprite.z = self.z
    @bar_hp_sprite.x = @battler.screen_x - 32
    @bar_hp_sprite.y = @battler.screen_y - (@height +18) if @height != nil
    @bar_hp_sprite.z = 100
    @bar_sp_sprite.x = @battler.screen_x - 32
    @bar_sp_sprite.y = @battler.screen_y - (@height + 8) if @height != nil
    @bar_sp_sprite.z = 100
  end
 
  #--------------------------------------------------------------------------
  # - Move the sprite
  #   x : X coordinate of the destination point
  #   y : Y coordinate of the destination point
  #   speed : Speed of movement (0 = delayed, 1+ = faster)
  #   delay : Movement delay if speed is at 0
  #--------------------------------------------------------------------------
  def move(x, y, speed = 1, delay = 0)
    @destx = x
    @desty = y
    @move_speed = speed
    @move_delay = delay
    @move_old = Graphics.frame_count
    @moving = true
  end
 
  #--------------------------------------------------------------------------
  # - Move sprite to destx and desty
  #--------------------------------------------------------------------------
  def update_move
    return unless @moving
    movinc = @move_speed == 0 ? 1 : @move_speed
    if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
      self.x += movinc if self.x < @destx
      self.x -= movinc if self.x > @destx
      self.y += movinc if self.y < @desty
      self.y -= movinc if self.y > @desty
      @move_old = Graphics.frame_count
    end
    if @move_speed > 1  # Check if sprite can't reach that point
      self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
                         (@destx - self.x).abs <= @move_speed
      self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
                         (@desty - self.y).abs <= @move_speed
    end
    if self.x == @destx and self.y == @desty
      @moving = false
    end
  end
 
  #--------------------------------------------------------------------------
  # - Pause animation, but still updates movement
  #   frames : Number of frames
  #--------------------------------------------------------------------------
  def delay(frames)
    update_move
    if (Graphics.frame_count - @old >= frames)
      @old = Graphics.frame_count
      return true
    end
    return false
  end
 
  def change_hp_bar
    j = false
   @old_hp = @battler.hp if @old_hp == -1
    i = @old_hp
    loop do
      i -= 10
      if i < @battler.hp
        i = @battler.hp
        j = true
      end
      rate = i.to_f / @battler.maxhp
      @color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
      @color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
      @bar_hp_sprite.bitmap.clear
      @bar_hp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
      @bar_hp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
      @bar_hp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
      @bar_hp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color5, @color6, 0)
      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
      @bar_hp_sprite.opacity = self.opacity
      Graphics.update
      if j == true
        j = false
        break
      end
    end
    @old_hp = @battler.hp
  end
 
  def change_sp_bar
    j = false
   @old_sp = @battler.sp if @old_sp == -1
    i = @old_sp
    loop do
      i -= 10
      if i < @battler.sp
        i = @battler.sp
        j = true
      end
      rate = i.to_f / @battler.maxsp
      @color7 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
      @color8 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
      @bar_sp_sprite.bitmap.clear
      @bar_sp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
      @bar_sp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
      @bar_sp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
      @bar_sp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color7, @color8, 0)
      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
      @bar_sp_sprite.opacity = self.opacity
      Graphics.update
      if j == true
        j = false
        break
      end
    end
    @old_sp = @battler.sp
  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
 
  def index=(index)
    @index = index
    update
  end
 
    def pose(number, frames = 4)
    case number
    when 0
      change(frames, 4, 0, 4, 0)
    when 1
      change(frames, 4, 0, 4)
    when 2
      change(frames, 4, 0, 6)
    else
      change(frames, 4, 0, 0, 0)
    end
  end
 
    def enemy_pose(number ,enemy_frames = 4)
    case number
    when 0
      change(enemy_frames, 4, 0, 6, 0)
    when 1
      change(enemy_frames, 4, 0, 4)
    when 2
      change(enemy_frames, 4, 0, 6)
    else
      change(enemy_frames, 4, 0, 0, 0)
    end
  end
 
  def default_pose
    pose(0, 1)
  end
end

#==============================================================================
# ? Spriteset_Battle
#------------------------------------------------------------------------------
# ????????????????????????????? Scene_Battle ??
# ????????????
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_reader   :viewport1                # ????????????
  attr_reader   :viewport2                # ????????????
  attr_accessor :actor_sprites
  attr_accessor :enemy_sprites
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def initialize
    # ?????????
    @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
    if $game_temp.battleback_name == ""
    @battleback_sprite = nil
    @tilemap = Tilemap.new(@viewport1)
    @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
    for i in 0..6
      autotile_name = $game_map.autotile_names
      @tilemap.autotiles = RPG::Cache.autotile(autotile_name)
    end
    @tilemap.map_data = $game_map.data
    @tilemap.priorities = $game_map.priorities
    else
    # ??????????????
    @tilemap = nil
    @battleback_sprite = Sprite.new(@viewport1)
    end
    # ????????????
    @enemy_sprites = []
    for enemy in $game_troop.enemies#.reverse
      @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
    end
    # ????????????
    @actor_sprites = []
    for j in 0..7
        # ƒAƒNƒ^[ƒXƒvƒ‰ƒCƒg‚ð’ljÁ
        @actor_sprites.push(Sprite_Battler.new(@viewport1, $game_party.actors[j]))
    end
    # ?????
    @weather = RPG::Weather.new(@viewport1)
    # ????????????
    @picture_sprites = []
    for i in 51..100
      @picture_sprites.push(Sprite_Picture.new(@viewport3,
        $game_screen.pictures))
    end
    # ????????????
    @timer_sprite = Sprite_Timer.new
    # ??????
    update
  end
  #--------------------------------------------------------------------------
  # ? ??
  #--------------------------------------------------------------------------
  def dispose
    if @tilemap != nil
    # ?????????
    @tilemap.tileset.dispose
    for i in 0..6
      @tilemap.autotiles.dispose
    end
    @tilemap.dispose
    end
    # ??????????????
    if @battleback_sprite != nil
    # ??????????????????????
    if @battleback_sprite.bitmap != nil
      @battleback_sprite.bitmap.dispose
    end
    @battleback_sprite.dispose
    end
    # ??????????????????????
    for sprite in @enemy_sprites + @actor_sprites
      sprite.dispose
    end
    # ?????
    @weather.dispose
    # ????????????
    for sprite in @picture_sprites
      sprite.dispose
    end
    # ????????????
    @timer_sprite.dispose
    # ?????????
    @viewport1.dispose
    @viewport2.dispose
    @viewport3.dispose
    @viewport4.dispose
  end
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  def effect?
    # ??????????????? true ???
    for sprite in @enemy_sprites + @actor_sprites
      return true if sprite.effect?
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    # ???????????????????????
    if @battleback_sprite != nil
    if @battleback_name != $game_temp.battleback_name
      @battleback_name = $game_temp.battleback_name
      if @battleback_sprite.bitmap != nil
        @battleback_sprite.bitmap.dispose
      end
      bg_bitmap = RPG::Cache.battleback(@battleback_name)
      bg_bitmap_stretch = Bitmap.new(640, 480)
      bg_bitmap_stretch.stretch_blt(Rect.new(0, 0, 640, 480), bg_bitmap, bg_bitmap.rect)
      @battleback_sprite.bitmap = bg_bitmap_stretch
    end
    end
    if @tilemap != nil
    @tilemap.ox = $game_map.display_x / 4
    @tilemap.oy = $game_map.display_y / 4
    @tilemap.update
    end
    # ????????????
    for sprite in @enemy_sprites + @actor_sprites
      sprite.update
    end
    # ???????????
    @weather.type = $game_screen.weather_type
    @weather.max = $game_screen.weather_max
    @weather.update
    # ????????????
    for sprite in @picture_sprites
      sprite.update
    end
    # ????????????
    @timer_sprite.update
    # ???????????????
    @viewport1.tone = $game_screen.tone
    @viewport1.ox = $game_screen.shake
    # ????????????
    @viewport4.color = $game_screen.flash_color
    # ?????????
    @viewport1.update
    @viewport2.update
    @viewport4.update
  end
end

#==============================================================================
# ? Window_Command
#------------------------------------------------------------------------------
# ??????????????????????
#==============================================================================

class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # ? ?????????
  #     width    : ???????
  #     commands : ??????????
  #--------------------------------------------------------------------------
  def initialize(width, commands, column_max = 1, style = 0, inf_scroll = 1)
    # ????????????????????
    super(0, 0, width, (commands.size * 1.0 / column_max).ceil * 32 + 32)
    @inf_scroll = inf_scroll
    @item_max = commands.size
    @commands = commands
    @column_max = column_max
    @style = style
    self.contents = Bitmap.new(width - 32, (@item_max * 1.0 / @column_max).ceil * 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #     index : ????
  #     color : ???
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(index%@column_max * (self.width / @column_max) + 4, 32 * (index/@column_max), self.width / @column_max - 40, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], @style)
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #     index : ????
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
 
  def update_help
    @help_window.set_actor($game_party.actors[$scene.actor_index])
  end
end

#==============================================================================
# ? Arrow_Enemy
#------------------------------------------------------------------------------
# ?????????????????????????????? Arrow_Base ??
# ????????
#==============================================================================

class Arrow_Enemy < Arrow_Base
  #--------------------------------------------------------------------------
  # ? ?????????????????
  #--------------------------------------------------------------------------
  def enemy
    return $game_troop.enemies[@index]
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    # ???????????????????
    $game_troop.enemies.size.times do
      break if self.enemy.exist?
      @index += 1
      @index %= $game_troop.enemies.size
    end
    # ?????
    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
    if Input.repeat?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      $game_troop.enemies.size.times do
        @index += ((($game_troop.enemies.length) * 0.5).ceil)
        @index %= $game_troop.enemies.size
        break if self.enemy.exist?
      end
    end
    if Input.repeat?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      $game_troop.enemies.size.times do
        @index += $game_troop.enemies.size - ((($game_troop.enemies.length) * 0.5).ceil)
        @index %= $game_troop.enemies.size
        break if self.enemy.exist?
      end
    end
    # ???????????
    if self.enemy != nil
      self.x = self.enemy.screen_x + 4
      self.y = self.enemy.screen_y + 36
      self.z = self.enemy.screen_z + 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def update_help
    # ????????????????????????
    @help_window.set_enemy(self.enemy)
  end
end

#==============================================================================
# ? Arrow_Actor
#------------------------------------------------------------------------------
# ?????????????????????????????? Arrow_Base ??
# ????????
#==============================================================================

class Arrow_Actor < Arrow_Base
  #--------------------------------------------------------------------------
  # ? ?????????????????
  #--------------------------------------------------------------------------
  def actor
    return $game_party.actors[@index]
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    # ?????
    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
    if Input.repeat?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @index += ($game_party.actors.length * 0.5).ceil
      @index %= $game_party.actors.size
    end
    # ?????
    if Input.repeat?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @index += $game_party.actors.size - (($game_party.actors.length * 0.5).ceil)
      @index %= $game_party.actors.size
    end
    # ???????????
    if self.actor != nil
      self.x = self.actor.screen_x
      self.y = self.actor.screen_y + 36
      self.z = self.actor.screen_z + 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def update_help
    # ??????????????????????
    @help_window.set_actor(self.actor)
  end
end

class Scene_Battle
  attr_accessor :actor_index
  def main
    # ???????????????
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    # ??????????????????
    $game_system.battle_interpreter.setup(nil, 0)
    # ???????
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    # ????????????????
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(640, [s1, s2, s3, s4], 4)
    @actor_command_window.y = 64
    @actor_command_window.back_opacity = 160
    @actor_command_window.active = false
    @actor_command_window.visible = false
    # ????????????
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    @help_window.back_opacity = 160
    @help_window.visible = false
    #@status_window = Window_BattleStatus.new
    @message_window = Window_Message.new
    # ???????????
    @spriteset = Spriteset_Battle.new
    # ????????????
    @wait_count = 0
    # ?????????
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    # ???????????
    start_phase1
    # ??????
    loop do
      # ????????
      Graphics.update
      # ???????
      Input.update
      # ??????
      update
      # ????????????????
      if $scene != self
        break
      end
    end
    # ??????????
    $game_map.refresh
    # ?????????
    Graphics.freeze
    # ????????
    @actor_command_window.dispose
    @party_command_window.dispose
    @help_window.dispose
    #@status_window.dispose
    @message_window.dispose
    if @skill_window != nil
      @skill_window.dispose
    end
    if @item_window != nil
      @item_window.dispose
    end
    if @result_window != nil
      @result_window.dispose
    end
    # ???????????
    @spriteset.dispose
    # ???????????????
    if $scene.is_a?(Scene_Title)
      # ??????????
      Graphics.transition
      Graphics.freeze
    end
    # ???????????????????????????
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end
 
  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
    # ????? 0 ??????
    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
      # ??????? BGM ???
      $game_system.bgm_play($game_temp.map_bgm)
   

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Best RPG Maker User (Scripting)2010 Best Use Of Avatar And Signature Space
Mm, your quote is broken bulls

If you guys want the script though, just click on the link that is in bulls' quote (http://rmrk.net/index.php/topic,511.msg182900.html#msg182900). The code there is not broken, as far as I can tell

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Rep: +0/-0Level 86
download link is down :o plz can you make a new one!!! :blizj:

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Rikkuholic is no longer a member. Bulls reposted the script here: http://rmrk.net/index.php/topic,511.msg182900.html#msg182900

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Level 89
... I got nothing.
I don't care if this is necro posting but, I tried to use Bulls' original script post from March 25th, 2007, I got an syntax error on line 809, I checked the line but the only thing there is "end". I tried to remove the end but it caused problems further down the line. Does anyone have any ideas what might be wrong? 

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Level 97
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How odd. It looks like the code got itself broken from the last time I looked at it. That code is now unuseable, unfortunately. You'll have to wait for somebody to repost the script. And in case anyone is generous enough to do so, my suggestion is to paste it into a text document and attach it directly to RMRK

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Rep: +0/-0Level 87
Enter the Darkside
What are the Links to CCoa's Battle Systems and Minkhoff's?
.......Welcome to the Ring of Honor......  Prepare to be crushed....

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I don't have them. But, they shouldn't be hard to find - just go to rpgrevolution for ccoa's and creationasylum for Minkoff's (I think).

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Level 89
Koopa Troopa!
Du-du-du! My first post (in a LONG time) will be a necro...But! It's all good, I have the code!

-Ryan

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Level 89
Let's attack agressively.
Nice.  ;8

But there's a problem.

When I attack, the character would move to the enemy right? well it gets stuck when it start to move. Even if I use skills. But let me check if my other scripts is interfiering.
« Last Edit: January 01, 2009, 04:50:35 PM by Knight Rider »

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Level 89
Koopa Troopa!
...Uh, well, crap. I had this problem too. Give me a second, let me try something.

EDIT
----

Right;

- Battler must be a normal character-set;
- Characterset and Battler MUST have the same name;
- There must be a battler (There was my problem, yes, I fail)

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Level 89
Let's attack agressively.
Well i just remove one of my scripts that lets the map scroll like on a Zelda game (only one I was using) and now it works!

Very nice finding it ShellShocked.

*
Rep: +0/-0Level 84
Looks like a nice script.
I'm having a problem, though; in battle, I can't move the cursor in the skills menu, and every time a character does anything, the battle freezes....

Because no one else seems to have mentioned it, I'm guessing it's a script compatibility issue, but any one have any other ideas?

**
Rep: +0/-0Level 83
Bumping newbie here:

I have really no idea how to make a Sideview Battle System work..
I have tried it from RPG Palace, hbgames.org, and now I ended up here..
Can anyone please help me with it??
The same error keeps occuring, the only monsters I can put into battle are Ghosts, Soldiers and Aluxes.. Does anyone knows how I have to solve this problem??

********
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Rep:
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Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for August 2008Project of the Month winner for December 20092011 Best Game Creator (Non RM)Gold - GIAW Halloween
Bumping newbie here:

I have really no idea how to make a Sideview Battle System work..
I have tried it from RPG Palace, hbgames.org, and now I ended up here..
Can anyone please help me with it??
The same error keeps occuring, the only monsters I can put into battle are Ghosts, Soldiers and Aluxes.. Does anyone knows how I have to solve this problem??

...Uh, well, crap. I had this problem too. Give me a second, let me try something.

EDIT
----

Right;

- Battler must be a normal character-set;
- Characterset and Battler MUST have the same name;
- There must be a battler (There was my problem, yes, I fail)

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Rep: +0/-0Level 83
My charas would stop moving during battle so i changed the battler name things to match with the charas it works for some and not others and i made sure i spelt everything rite  :D