cronotrigger30 0 Report post Posted January 24, 2008 #====================================================================== #====================================================================== # ** Animated Battlers - Enhanced ver. 5.0 (12-23-2006) #------------------------------------------------------------------------------ # Animated Battlers by Minkoff # Enhancements by DerVVulfman # Low percentage and Status Poses # Concept & Base coding by Twin Matrix # Stationary Enemies requested by jens009 # Continuous Victory Looping for actors requested by Skyla Doragono # Actors readying themselves before battle requested by Clive # Default Battlers for Enemies requested for by WithViolence # Mixed Default and Spritesheet Battlers requested for by SteveE22 # Hero & Enemy z.depth concept by Min-Chan and Caldaron ( totally redone ) # Stationary Poses suggested by Twin Matrix # Critical Hit animation requested by Mimi-Chan # Both Enemy and Actor's individual Frames per Pose requested by creiz # Expandable Battle Parties beyond 4 requested by Leknaat # Additional value call added for compatability with Battle Cry script # Removed dependancy on $game_system for the Sideview Mirror system # Fixed the 'Blocking during Victory State' bug discovered by Kaze950 # Collapse stack-error found by JirbyTaylor(fixed) / Code by SephirothSpawn # #============================================================================== # # ADDITIONAL CALLS AVAILABLE PRIOR TO COMBAT: # #------------------------------------------------------------------------------ # SIDEVIEW MIRROR: This value switches the positions of both enemies and # heroes to opposite ends of the screen. # # Script : $sideview_mirror = [number] # number : a value indicating whether the hero & enemy positions are switched # 0 = Default: Enemies on the left, Heroes on the right # 1 = Switched: Heroes on the left, Enemies on the right # #------------------------------------------------------------------------------ # BATTLER FORMATIONS: This value changes the way your heroes line up when the # battle starts. # # Script : $formation_style = [number] # number : a value indicating the type of formation your heroes will use # 0 = Diagonal (Default) 4 = Column Pattern 1 # 1 = Diagonal Pattern 2 5 = Column Pattern 2 # 2 = Slanted Pattern 1 6 = Wave Formation 1 # 3 = Slanted Pattern 2 7 = Wave Formation 2 # # 8 = Randomized (system will choose from 0 to 7) # #------------------------------------------------------------------------------ # FORMATION OPTIONS: These values may expand your system to go beyond the # default four player system. # # Script : $formation_max_member = [number] # number : A value indicating the maximum number of members in your party. # (default = 4) # # Script : $formation_max_height = [number] # number : A value indicating (in pixels) the top height of your party shown # in the Battle Screen. The higher the number, the lower the party # on the screen. (default = 220) # # Script : $formation_max_width = [number] # number : The left/right width of the party's formation. (default = 128) # # Script : $battlestatus_height = [number] # number : The actual height of your battlestatus window. (default = 160) # # NOTE: The combined $formation_max_height and $battlestatus_height determines # the vertical distance between battlers in their formation. # #============================================================================== # Things added since original version by Minkoff: # Can reverse the battler positions # Editable spritesheet layout in script # Able to define total/max frames per pose # Can define individual # of frames per each pose # Can use 'red-out' RTP death or 'battler death' pose # Can show battler falling before death. # 'Casting' pose now available for RTAB/Skill Timing users # Can show battler celebrating before victory pose # Can tag battlers who's victory pose loops indefinitely # Can show actor battlers get ready before battle starts. # Separate poses for 'skills', 'items' or 'weapons' based on their id # Can allow the battlers to step forward before using items & skills (FFVII+) # Attacking battlers rush towards their targets while item & skill users don't # Certain weapons can force the battler NOT to move # Certain items & skills can force battlers to 'rush' the enemy # Certain skills or items can force movement to the center of the screen # Stationary enemies. In case enemies do NOT move when they attack. # Adjustable 'low health' checker. Set your low health to 25%... 30%... 10%... # Poses now available for status ailments # Dead revert to 'victory' pose bug fixed. # Default battlers now available for actors and/or enemies # Default battlers now usable by ID number (had to rewrite red-out for that) # Escaping Enemies bug found by SteveE22. Fixed just as fast. # Hero Formations (total of 8 hardwired -& 1 random- ... add at your own risk) # Z-Depth for attack overlapping purposes # Corrected attack overlap offset routine. Overlap now based on battler size # Certain skills and items can now prevent movement # Can allow battlers to take step forward before performing 'attack' pose.(FF) # Certain weapons can move battlers to center screen instead of a full move. # Escaping Enemies can now have a pose before disappearing (was a rush pose) # Redesigned Scene_Battle's movement routine # Added pose for Critical Hits # Added the enemy's hash for frame number based on poses # Added the actor's hash for frame number based on poses # Re-Tooled the formations to go beyond the default four party system # Minor value added for compatability with Delissa's Battle Cry script # Default Collapse Stack-Error fixed(code by SephirothSpawn) found JirbyTaylor # Removed dependancy on $game_system for the Sideview Mirror system # Fixed the 'Blocking during Victory State' bug discovered by Kaze950 # Includes an Adaptation Switch for use with RTAB's Connected Attacking script # # 40 counted. #============================================================================== # ** Sprite_Battler #------------------------------------------------------------------------------ # This sprite is used to display the battler.It observes the Game_Character # class and automatically changes sprite conditions. #============================================================================== class Sprite_Battler < RPG::Sprite attr_accessor :battler_offset # Degree of action forcing attr_accessor :skill_used # Degree of action forcing attr_accessor :item_used # Degree of action forcing #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize(viewport, battler = nil) # * Configuration System * # * Default Battler Style Switches #-------------------------------------------------------------------------- $default_enemy = false # If true, these switches allows the use $default_actor = false # of default battlers for actors/enemies $default_enemy_id = [] # Ids of enemies using default battlers $default_actor_id = [] # Ids of actors using default battlers @default_collapse_actor = false # If true, restores the old 'red fade' @default_collapse_enemy = true # collapse effect (using spritesheets) # * Animation Frames and Animation Speed #-------------------------------------------------------------------------- @speed = 5 # Framerate speed of the battlers @poses = 4 # Maximum # of poses (stances) in the template @frames = 4 # Maximum # of frames in each pose @frames_standard = 4 # Standard # of frames played in each pose. @low_hp_percentage = 0.25 # Determines health% of battler for WOOZY pose. # * Poses Control #-------------------------------------------------------------------------- # Editable Template (Some people wanted to change their template design) $p1 = 1 # Sets the 'Ready Pose' ($p1) to be pose #1 in your template $p2 = 1 # Sets the 'Struck Pose' ($p2) to be pose #2 in your template $p3 = 1 # Sets the 'Woozy Pose' ($p3) to be pose #3 in your template $p4 = 1 # Sets the 'Block Pose' ($p4) to be pose #4 in your template $p5 = 1 # Sets the 'Charge Pose' ($p5) to be pose #5 in your template $p6 = 2 # Sets the 'Retreat Pose'($p6) to be pose #6 in your template $p7 = 1 # Sets the 'Attack Pose' ($p7) to be pose #7 in your template $p8 = 1 # Sets the 'Item Pose' ($p8) to be pose #8 in your template $p9 = 1 # Sets the 'Skill Pose' ($p9) to be pose #9 in your template $p10 = 0 # Sets the 'Victory Pose'($p10)to be pose #10 in your template $p11 = 3 # Sets the 'Defeat Pose' ($p11)to be pose #11 in your template # Non-Default Poses (can expand beyond the default 11 poses here) @poses_setup = nil # Choose animation pose for 'preparation' @poses_casting = nil # Set casting pose to 'Block' for example $poses_escaping = nil # Set 'coward' pose for fleeing monsters) $poses_critical = nil # Set 'critical' hit pose for BIG hits. @poses_dying = nil # Choose animation pose for dying throws. @poses_winning = nil # Set winning dance to 'block' for examp. @poses_winning_loops = [] # Set victory non-freezing actor as #7 # Non-Default Pose Hashes (poses dependant on .id values) @poses_status = {} # Didn't set any $poses_skills = {} # Didn't set any $poses_items = {} # Didn't set any $poses_weapons = {} # Didn't set any weapons to any poses # * Frames Control #-------------------------------------------------------------------------- @frames_per_pose = {0 => 1, 3 => 1} # Set #of frames to pose(by index) # 1 frame set for 0(Victory) and # set for 3 (Defeat). All other # poses are animated. # Advanced Individual Pose/Frame Hashes # Advanced Individual Poses uses # hashes within hashes. $poses_actor = {} # $poses_enemy = {} # # # Individual Battler Settings @mirror_enemies = true # Enemy battlers use reversed image @stationary_enemies = false # If the enemies don't move while attacking @stationary_actors = false # If the actors don't move while attacking @calculate_speed = false # System calculates a mean/average speed @phasing = false # Characters fade in/out while attacking # * Movement Settings (Step-Forward / Final Fantasy-Style) #-------------------------------------------------------------------------- $rush_offset = 0 # How much additional space between battlers $rush_attack = false # If true, battler steps forward to attack $rush_skill = true # If true, battler steps forward to use skill $rush_item = true # If true, battler steps forward to use item # * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement) #-------------------------------------------------------------------------- $moving_item_atk = [1] # Examples are items that need to be applied. $moving_skill_atk = [57,61] # Examples are martial-arts and sneak attacks $move2center_atk = [] # Moves battler to center based on weapon id! $move2center_item = [5] # Moves battler to center for a big item atk! $move2center_skill = [7] # Moves battler to center for a big skill atk! # * Stationary Arrays (Arrays for skill/weapon/item IDs that halt movement) #-------------------------------------------------------------------------- # Array that holds the id # of skills, items or weapons that affect movement $stationary_enemyid = [] # Enemies that don't RUN during melee attacks @stationary_weapons = [17,18,19,20,21,22,23,24] # (examples are bows & guns) @stationary_skills = [] # (examples are bows & guns) @stationary_items = [] # (examples are bows & guns) # Adaptation Switches $RTAB_Connected_Attacking = false # Needed to be on if RTAB and Con. Attk. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING @frame, @pose = 0, 0 @last_time = 0 @last_move_time = 0 @battler_offset = 0 @skill_used = 0 @item_used = 0 $casted = false $casting = false @dying = true @s_pose = false $victory = false @winning = true cbs_initialize(viewport, battler) viewport.z = 99 $formation = $formation_style # Setting values called from EVENT scripts $sv_mirror = $sideview_mirror $sv_mirror = 0 if $sideview_mirror == nil $max_member = $formation_max_member $max_member = 4 if $formation_max_member == nil $formation_top = $formation_max_height $formation_top = 220 if $formation_max_height == nil $formation_width = $formation_max_width $formation_width = 128 if $formation_max_width == nil $battlestat_height = $battlestatus_height $battlestat_height = 160 if $battlestatus_height == nil $formation = $formation_style $formation = 0 if $formation_style == nil # if Formation is random if $formation == 8 then $formation = rand(8).to_i end end #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- alias cbs_update update def update return unless @battler # Regular Update cbs_update # Reset hash for Advanced Pose/Frames pose_temp = {} # Start Routine unless @started @pose = state if @battler.is_a?(Game_Enemy) if not $default_enemy if $default_enemy_id == nil # Set up Spritesheet Standards @width = @width / @frames @height = @height / @poses else if not $default_enemy_id.include?(@battler.id) @width = @width / @frames @height = @height / @poses end end end end if @battler.is_a?(Game_Actor) if not $default_actor if $default_actor_id == nil # Set up Spritesheet Standards @width = @width / @frames @height = @height / @poses else if not $default_actor_id.include?(@battler.id) @width = @width / @frames @height = @height / @poses end end end end @battler_offset = @width * 0.75 @display_x = @battler.screen_x @display_y = @battler.screen_y @display_z = @battler.screen_z @destination_x = @display_x @destination_y = @display_y @destination_z = @display_z self.opacity = 0 @started = true end # Cut Out Frame # Enemy Battler Routine if @battler.is_a?(Game_Enemy) if $default_enemy self.src_rect.set(@width * 0, @height * 0, @width, @height) else if $default_enemy_id !=nil if $default_enemy_id.include?(@battler.id) self.src_rect.set(@width * 0, @height * 0, @width, @height) else self.src_rect.set(@width * @frame, @height * @pose, @width, @height) end else self.src_rect.set(@width * @frame, @height * @pose, @width, @height) end end end # Actor Battler Routine if @battler.is_a?(Game_Actor) if $default_actor self.src_rect.set(@width * 0, @height * 0, @width, @height) else if $default_actor_id !=nil if $default_actor_id.include?(@battler.id) self.src_rect.set(@width * 0, @height * 0, @width, @height) else self.src_rect.set(@width * @frame, @height * @pose, @width, @height) end else self.src_rect.set(@width * @frame, @height * @pose, @width, @height) end end end # Position Sprite self.x = @display_x self.y = @display_y self.z = @display_z self.ox = @width / 2 self.oy = @height # Adjust sprite direction if facing the other way... if $sv_mirror == 1 if @battler.is_a?(Game_Actor) self.mirror = !!battler else if not @mirror_enemies self.mirror = !!battler end end else if @battler.is_a?(Game_Enemy) if @mirror_enemies self.mirror = !!battler end end end # Setup Frames per Pose poseframe = @frames_standard poseframe = @frames_per_pose[@pose] if @frames_per_pose.include?(@pose) # Set Advanced Poses for Actors if @battler.is_a?(Game_Actor) pose_temp = $poses_actor[@battler.id] if $poses_actor.include?(@battler.id) poseframe = pose_temp[@pose] if pose_temp.include?(@pose) end # Set Advanced Poses for Enemies if @battler.is_a?(Game_Enemy) pose_temp = $poses_enemy[@battler.id] if $poses_enemy.include?(@battler.id) poseframe = pose_temp[@pose] if pose_temp.include?(@pose) end # Setup Animation time = Graphics.frame_count / (Graphics.frame_rate / @speed) if @last_time < time @frame = (@frame + 1) % poseframe if @frame == 0 if @freeze @frame = poseframe - 1 return end @pose = state end end @last_time = time # Setup Dying Animation if @battler.dead? if @dying == true @pose = state @dying = false end else if @battler.is_a?(Game_Actor) if @poses_setup != nil if @s_pose == false @pose = @poses_setup @s_pose = true end end if $victory == true if @winning == true @pose = state @winning = false end end end end # Move It move if moving end #-------------------------------------------------------------------------- # * Current State #-------------------------------------------------------------------------- def state # Damage State if [nil,{}].include?(@battler.damage) # Battler Fine @state = $p1 # Battler Wounded @state = $p3 if @battler.hp < @battler.maxhp * @low_hp_percentage # Battler Status-Effect for i in @battler.states @state = @poses_status[i] if @poses_status.include?(i) end # If Battler Dead if @battler.dead? # If using default battlers or default collapse if (@default_collapse_actor and @battler.is_a?(Game_Actor)) or (@default_collapse_enemy and @battler.is_a?(Game_Enemy)) or ($default_actor and @battler.is_a?(Game_Actor)) or ($default_enemy and @battler.is_a?(Game_Enemy)) or ($default_enemy_id.include?(@battler.id) and @battler.is_a?(Game_Enemy)) or ($default_actor_id.include?(@battler.id) and @battler.is_a?(Game_Actor)) # Do absolutely nothing else # Use Poses system if @poses_dying != nil if @dying == true @state = @poses_dying else @state = $p11 end else @state = $p11 end # Fix Opacity self.opacity = 255 end end end # Casting State if $casted if @battler.rtp != 0 if @poses_casting != nil @state = @poses_casting end end end # Victory State if @battler.is_a?(Game_Actor) if $victory if @poses_winning != nil if @winning == true if not @battler.dead? @state = @poses_winning end else if not @battler.dead? @state = $p10 if not @poses_winning_loops.include?(@battler.id) @freeze = true end end end else if not @battler.dead? @state = $p10 if not @poses_winning_loops.include?(@battler.id) @freeze = true end end end end end # Guarding State (not if dead OR in victory) if not @battler.dead? if not $victory @state = $p4 if @battler.guarding? end end # Moving State if moving # Adjust sprite direction if facing the other way... if $sv_mirror == 1 # If enemy battler moving if @battler.is_a?(Game_Enemy) # Battler Moving Left @state = $p5 if moving.eql?(0) # Battler Moving Right @state = $p6 if moving.eql?(1) # Else actor battler moving else # Battler Moving Left @state = $p6 if moving.eql?(0) # Battler Moving Right @state = $p5 if moving.eql?(1) end else # If enemy battler moving if @battler.is_a?(Game_Enemy) # Battler Moving Left @state = $p6 if moving.eql?(0) # Battler Moving Right @state = $p5 if moving.eql?(1) # Else actor battler moving else # Battler Moving Left @state = $p5 if moving.eql?(0) # Battler Moving Right @state = $p6 if moving.eql?(1) end end end # Return State return @state end #-------------------------------------------------------------------------- # * Move #-------------------------------------------------------------------------- def move time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5)) if @last_move_time < time # Pause for Animation return if @pose != state # Phasing if @phasing d1 = (@display_x - @original_x).abs d2 = (@display_y - @original_y).abs d3 = (@display_x - @destination_x).abs d4 = (@display_y - @destination_y).abs self.opacity = [255 - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max end # Calculate Difference difference_x = (@display_x - @destination_x).abs difference_y = (@display_y - @destination_y).abs difference_z = (@display_z - @destination_z).abs # Done? Reset, Stop if [difference_x, difference_y].max.between?(0, 8) @display_x = @destination_x @display_y = @destination_y @display_z = @destination_z @pose = state return end # Calculate Movement Increments increment_x = increment_y = 1 if difference_x < difference_y increment_x = 1.0 / (difference_y.to_f / difference_x) elsif difference_y < difference_x increment_y = 1.0 / (difference_x.to_f / difference_y) end increment_z = increment_y # Calculate Movement Speed if @calculate_speed total = 0; $game_party.actors.each{ |actor| total += actor.agi } speed = @battler.agi.to_f / (total / $game_party.actors.size) increment_x *= speed increment_y *= speed increment_z *= speed end # Multiply and Move multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8) multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8) multiplier_z = (@destination_z - @display_z > 0 ? 8 : -8) @display_x += (increment_x * multiplier_x).to_i @display_y += (increment_y * multiplier_y).to_i @display_z += (increment_z * multiplier_z).to_i end @last_move_time = time end #-------------------------------------------------------------------------- # * Set Movement #-------------------------------------------------------------------------- def setmove(destination_x, destination_y, destination_z) unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or (@battler.is_a?(Game_Actor) and @stationary_actors) unless @stationary_weapons.include?(@battler.weapon_id) or @stationary_skills.include?(@skill_used) or @stationary_items.include?(@item_used) @original_x = @display_x @original_y = @display_y @original_z = @display_z @destination_x = destination_x @destination_y = destination_y @destination_z = destination_z end end end #-------------------------------------------------------------------------- # * Movement Check #-------------------------------------------------------------------------- def moving if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?) return (@display_x > @destination_x ? 0 : 1) end end #-------------------------------------------------------------------------- # * Set Pose #-------------------------------------------------------------------------- def pose=(pose) @pose = pose @frame = 0 end #-------------------------------------------------------------------------- # * Freeze #-------------------------------------------------------------------------- def freeze @freeze = true end #-------------------------------------------------------------------------- # * Fallen Pose #-------------------------------------------------------------------------- if @derv_anim_bat_stack.nil? @derv_anim_bat_stack = true alias cbs_collapse collapse def collapse if @default_collapse_enemy cbs_collapse if @battler.is_a?(Game_Enemy) end if @default_collapse_actor cbs_collapse if @battler.is_a?(Game_Actor) end if $default_enemy cbs_collapse if @battler.is_a?(Game_Enemy) end if $default_actor cbs_collapse if @battler.is_a?(Game_Actor) end if $default_enemy_id != nil if $default_enemy_id.include?(@battler.id) cbs_collapse if @battler.is_a?(Game_Enemy) end end if $defend_actor.id != nil if $default_actor_id.include?(@battler.id) cbs_collapse if @battler.is_a?(Game_Actor) end end end end end #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles data surrounding the system. Backround music, etc. # is managed here as well. Refer to "$game_system" for the instance of # this class. #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :sideview_mirror #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias initialize_cbs_customize initialize def initialize # Call original initialization process initialize_cbs_customize @sideview_mirror = 0 end end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #============================================================================== class Game_Actor #-------------------------------------------------------------------------- # * Actor X Coordinate #-------------------------------------------------------------------------- def screen_x # Determine minimum horizontal space between battlers x_spacer = $formation_width / $max_member if self.index != nil case $formation when 0 # DIAGONAL PATTERN 1 if $sv_mirror == 1 return self.index * -x_spacer + (($max_member+1)*x_spacer) #202 else return self.index * x_spacer + (640-(($max_member+1)*x_spacer))#450 end when 1 # DIAGONAL PATTERN 2 if $sv_mirror == 1 return self.index * x_spacer + x_spacer #64 else return self.index * -x_spacer + (640-x_spacer*2) #576 end when 2 # 2-ROW SLANT if $sv_mirror == 1 if self.index < ($max_member/2) return self.index + (($max_member+1)*x_spacer) + (x_spacer * self.index) else return self.index + (x_spacer * self.index) - x_spacer * 0.5 end else if self.index < ($max_member/2) return self.index + (640-(($max_member+1)* x_spacer)) + (-x_spacer * self.index) else return self.index + (640-((x_spacer*0.5)-x_spacer)) + (-x_spacer * self.index) end end when 3 # 2 ROW - SLANT if $sv_mirror == 1 if self.index < ($max_member/2) return self.index + (x_spacer/2)+(($max_member+1)* x_spacer) + (-x_spacer * self.index) else return self.index + (($max_member+1)* x_spacer) + (-x_spacer * self.index) end else if self.index < ($max_member/2) return self.index + 442 + (x_spacer * self.index) else return self.index + 430 + (x_spacer * self.index) end end when 4 # Column Pattern 1 if $sv_mirror == 1 if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1)) else return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index) end else if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1)) else return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index) end end when 5 # Column Pattern 2 if $sv_mirror == 1 if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1)) else return self.index + ($max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index) end else if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1)) else return self.index + 640-($max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index) end end when 6 # Wave Formation 1 if $sv_mirror == 1 if self.index < ($max_member/2) return 170 else return 90 end else if self.index < ($max_member/2) return 470 else return 550 end end else # Wave Formation 2 if $sv_mirror == 1 if self.index < ($max_member/2) return 170 else return 90 end else if self.index < ($max_member/2) return 470 else return 550 end end end else return 0 end end #-------------------------------------------------------------------------- # * Actor Y Coordinate #-------------------------------------------------------------------------- def screen_y # Determine minimum vertical space between battlers y_spacer = (480 - $battlestat_height - $formation_top) / $max_member if self.index != nil case $formation when 0 return self.index * (y_spacer*1.25) + $formation_top when 1 return self.index * (y_spacer*1.25) + $formation_top when 2 if self.index < ($max_member/2) return $formation_top + ((y_spacer*2.5) * self.index) else return ($formation_top - (y_spacer*($max_member+1))) + ((y_spacer*2.5) * self.index) #was 60 end when 3 if self.index < ($max_member/2) return $formation_top + ((y_spacer*2.5) * self.index) else return ($formation_top - (y_spacer*($max_member+1))) + ((y_spacer*2.5) * self.index) # was 60 end when 4 if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return $formation_top + ($battlestat_height/2) else return $formation_top + ($battlestat_height/6) end when 5 if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 ) return $formation_top + ($battlestat_height/6) else return $formation_top + ($battlestat_height /2) end when 6 if self.index < ($max_member/2) return $formation_top + (y_spacer * 2.5 * self.index) else return $formation_top + (y_spacer * 2.5 * ((self.index) - ($max_member/2))) end else if self.index < ($max_member/2) return $formation_top + (y_spacer*2.5*(($max_member/2)-1))+ (y_spacer * 2.5 * -self.index) else return $formation_top + (y_spacer*2.5*(($max_member/2)-1)) + (y_spacer * 2.5 * -((self.index) - ($max_member/2))) end end end end #-------------------------------------------------------------------------- # * Actor Z Coordinate #-------------------------------------------------------------------------- def screen_z return screen_y end end #============================================================================== # ** Game_Enemy #------------------------------------------------------------------------------ # This class handles enemies. It's used within the Game_Troop class # ($game_troop). #============================================================================== class Game_Enemy < Game_Battler def screen_x if self.index != nil if $sv_mirror == 1 return 640 - $data_troops[@troop_id].members[@member_index].x else return $data_troops[@troop_id].members[@member_index].x end end end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Make Skill Action Results (alias used to determine skill used) #-------------------------------------------------------------------------- alias make_skill_action_result_anim make_skill_action_result def make_skill_action_result(battler = @active_battler, plus_id = 0) @rtab = !@target_battlers if $RTAB_Connected_Attacking make_skill_action_result_anim(battler, plus_id) else @rtab ? make_skill_action_result_anim(battler) : make_skill_action_result_anim end @skill_used = @skill.id end #-------------------------------------------------------------------------- # * Make Item Action Results (alias used to determine item used) #-------------------------------------------------------------------------- alias make_item_action_result_anim make_item_action_result def make_item_action_result(battler = @active_battler) @rtab = !@target_battlers @rtab ? make_item_action_result_anim(battler) : make_item_action_result_anim @item_used = @item.id @item_usage = @item.scope end #-------------------------------------------------------------------------- # * Frame Update (main phase step 1 : action preparation) (Casting Routine) #-------------------------------------------------------------------------- alias update_phase4_step1_anim update_phase4_step1 def update_phase4_step1(battler = @active_battler) @rtab = !@target_battlers if $rtab_detected == true update_phase4_step1_anim(battler) if battler.current_action.kind == 1 and (not battler.current_action.forcing or @force != 2) if battler.rtp != 0 $casted = true end end else update_phase4_step1_anim end end #-------------------------------------------------------------------------- # * Action Animation, Movement #-------------------------------------------------------------------------- alias cbs_update_phase4_step3 update_phase4_step3 def update_phase4_step3(battler = @active_battler) @rtab = !@target_battlers target = (@rtab ? battler.target : @target_battlers)[0] # If enemy is a default battler if battler.is_a?(Game_Enemy) if $default_enemy if @rtab then battler.white_flash = true end if @rtab then battler.wait = 10 end end if $default_enemy_id != nil if $default_enemy_id.include?(@battler.id) if @rtab then battler.white_flash = true end if @rtab then battler.wait = 10 end end end end # If actor is a default battler if battler.is_a?(Game_Actor) if $default_actor if @rtab then battler.white_flash = true end if @rtab then battler.wait = 10 end end if $default_actor_id != nil if $default_actor_id.include?(@battler.id) if @rtab then battler.white_flash = true end if @rtab then battler.wait = 10 end end end end # Set values and poses based on Action case battler.current_action.kind when 0 # Attack rush_type = $rush_attack full_moving = true; if rush_type; full_moving = false; end if $move2center_atk.include?(battler.weapon_id); center_move=true; end if $stationary_enemyid.include?(battler.id) and battler.is_a?(Game_Enemy) full_moving = false center_move = false rush_type = false end if battler.current_action.basic == 2 # If escaping, disable all movement full_moving = false center_move = false rush_type = false end base_pose = $p7 base_pose = $poses_weapons[battler.weapon_id] if $poses_weapons.include?(battler.weapon_id) if battler.current_action.basic == 2 base_pose = $poses_escaping if $poses_escaping != nil end when 1 # Skill rush_type = $rush_skill if $moving_skill_atk.include?(@skill_used); full_moving = true; end if $move2center_skill.include?(@skill_used); center_move = true; end base_pose = $p9 base_pose = $poses_skills[@skill_used] if $poses_skills.include?(@skill_used) when 2 # Item rush_type = $rush_item if $moving_item_atk.include?(@item_used) or @item_scope == 1..2; full_moving = true; end if $move2center_item.include?(@item_used); center_move = true; end base_pose = $p8 base_pose = $poses_items[@item_used] if $poses_items.include?(@item_used) end # Control Movement and use current pose @moved = {} unless @moved return if @spriteset.battler(battler).moving if not (@moved[battler] or battler.guarding?) offset = offset_value(battler) if rush_type # Steps forward @spriteset.battler(battler).setmove(battler.screen_x - offset, battler.screen_y + 1, battler.screen_z) end if full_moving # Runs to target @spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y - 1, target.screen_z + 10) end if center_move # Runs to center @spriteset.battler(battler).setmove(320+(offset/4), battler.screen_y-1, battler.screen_z) end @moved[battler] = true return @spriteset.battler(battler).pose = base_pose elsif not battler.guarding? @spriteset.battler(battler).pose = base_pose @spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y, battler.screen_z) end # Finish Up Skill and Item Use case battler.current_action.kind when 1 # Flag system that skill was used $casted = false $casting = false @spriteset.battler(battler).skill_used = 0 when 2 # Flag system that item was used @spriteset.battler(battler).item_used = 0 end # Battle_Charge value for BattleCry script $battle_charge = true # Done @moved[battler] = false @rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3 end #-------------------------------------------------------------------------- # * Offset Calculation #-------------------------------------------------------------------------- def offset_value(battler = @active_battler) offst = @spriteset.battler(battler).battler_offset offst += $rush_offset if $sv_mirror == 1 offset = (battler.is_a?(Game_Actor) ? -(offst) : offst) else offset = (battler.is_a?(Game_Actor) ? offst : -(offst)) end return offset end #-------------------------------------------------------------------------- # * Hit Animation #-------------------------------------------------------------------------- alias cbs_update_phase4_step4 update_phase4_step4 def update_phase4_step4(battler = @active_battler) for target in (@rtab ? battler.target : @target_battlers) damage = (@rtab ? target.damage[battler] : target.damage) critical = (@rtab ? target.critical[battler] : target.critical) if damage.is_a?(Numeric) and damage > 0 @spriteset.battler(target).pose = $p2 if critical == true @spriteset.battler(target).pose = $poses_critical if $poses_critical != nil end end end @rtab ? cbs_update_phase4_step4(battler) : cbs_update_phase4_step4 end #-------------------------------------------------------------------------- # * Victory Animation #-------------------------------------------------------------------------- alias cbs_start_phase5 start_phase5 def start_phase5 for actor in $game_party.actors return if @spriteset.battler(actor).moving end for actor in $game_party.actors unless actor.dead? $victory = true end end cbs_start_phase5 end #-------------------------------------------------------------------------- # * Change Arrow Viewport #-------------------------------------------------------------------------- alias cbs_start_enemy_select start_enemy_select def start_enemy_select cbs_start_enemy_select @enemy_arrow.dispose @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2) @enemy_arrow.help_window = @help_window end end #============================================================================== # ** Spriteset_Battle #------------------------------------------------------------------------------ # This class brings together battle screen sprites. It's used within # the Scene_Battle class. #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # * Change Enemy Viewport #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize cbs_initialize if @real_zoom != nil $rtab_detected = true end @enemy_sprites = [] for enemy in $game_troop.enemies.reverse @enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy)) end end #-------------------------------------------------------------------------- # * Find Sprite From Battler Handle #-------------------------------------------------------------------------- def battler(handle) for sprite in @actor_sprites + @enemy_sprites return sprite if sprite.battler == handle end end end #============================================================================== # ** Arrow_Base #------------------------------------------------------------------------------ # This sprite is used as an arrow cursor for the battle screen. This class # is used as a superclass for the Arrow_Enemy and Arrow_Actor classes. #============================================================================== class Arrow_Base < Sprite #-------------------------------------------------------------------------- # * Reposition Arrows #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize(viewport) cbs_initialize(viewport) self.ox = 14 self.oy = 10 end end Share this post Link to post Share on other sites
cronotrigger30 0 Report post Posted January 24, 2008 picture of it worken  i reposted the fix Share this post Link to post Share on other sites
native44 0 Report post Posted May 13, 2008 how do i add the charsets in a battle like in the picture you displayed above this? Share this post Link to post Share on other sites
chegeta 0 Report post Posted June 18, 2008 yes i have a question, every time i try it i get error on line 334 this line if $data_states[j].name =~ /^?X???b?v([0-9]+)(%|??)/ what do i change to make it work? Share this post Link to post Share on other sites
vincentValentine78 0 Report post Posted September 16, 2008 Same problem, syntax error in line 335. :-( Share this post Link to post Share on other sites
Marked 197 Report post Posted October 1, 2008 Same problem, syntax error in line 335. :-( It works fine for me. I did test it with SDK 1.3 however(and not without). Â EDIT: Added a version of this script to website: http://www.rmxpunlimited.net/index.php/rmx...s-enhanced.html Share this post Link to post Share on other sites