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

Started by Rikkuholic, December 21, 2005, 08:40:12 PM

0 Members and 10 Guests are viewing this topic.

JoelCMJ

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%

Irgna

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!!!

Slayer

Legacy

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

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

bulls84

Quote from: Irgna on March 07, 2007, 12:32:02 PM
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

Irgna

Here are the backdrops (attached). I cannot find the script, sorry.
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!


Notice: fwrite(): Write of 8192 bytes failed with errno=28 No space left on device in /home/rmrk/domains/rmrk.net/public_html/Sources/Cache/APIs/FileBased.php on line 96

bulls84

[spoiler][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

WhiteKnight

#81
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 =(

WhiteKnight

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

WcW

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.

Kokowam

He really does need this solved... Lots of maps already made...

WcW

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.

WcW

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.

Irgna

PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

WhiteKnight

#88
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.

Irgna

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

WcW

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.

Irgna

PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

WhiteKnight

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

WcW

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.
People like decreasing my Rep. In fact, people like decreasing most others people's rep.

WhiteKnight

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.

Decadent Sympozium

USUALLY when ABS don't work for me I delete the lone SDK script and the problems vanish.

...

Just a thought.

WcW

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.

Irgna

PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

Kokowam

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.

WhiteKnight

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