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FatalVirusXGames

Minkoff battle system?

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Okay, so heres the problemo ppl As you know if you have been to m page Im making a Bleach game

But I wanted to use the minkoff SVBS Ya know. The one with the 11 poses Thats the onw i want

 

Please any help or hints are appreciated

 

If you think you may be of any help please post below!

 

 

 

-FatalVirusXGames

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Uhmm Im looking for the script and uhmm I know its off topic but could you check this out for me

 

 

 

Problem.jpg

 

 

My ichigo battler kinda keeps rolling like th same image oing around in a circle please help if you need a vid then ill get you one to better explain this situation

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Did you edit the script to accept your sprite? I dunno if its the same as the one I got help with, but if it is, you'd have to tell the script the ID of your sprite. Maybe that'll help you ^,^

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Did you edit the script to accept your sprite? I dunno if its the same as the one I got help with, but if it is, you'd have to tell the script the ID of your sprite. Maybe that'll help you ^,^

 

 

How do i edit it to accept my sprite do i just change the name in the script for my sprite? I know i sound like a complete noob but I just dont wanna screw up

 

 

 

Nah I didnt have it but thanks alot Marked

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!!!!!!!!!!You have double-posted FatalVirusXGames. Please use the edit button to add more conversation, Prepare to be annihilated !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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Could you post the script and the sprite? I can edit it to have the ID of your sprite, if this is the problem.

 

Although, if you wish to do it yourself, you can find the ID of your sprite in the Sprite Tab (I forgot the real name lol but its where you can add more slots for sprites and characters). Take the number of the character you want added to the script and then go into the script and hit CTRL+F and then type in "ID". From there, you just add it like this:

 

"1,2,3,4,78 (78 being the ID number I want to add)"

 

If that didn't make sense, I can try to explain better ^,^

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Could you post the script and the sprite? I can edit it to have the ID of your sprite, if this is the problem.

 

Although, if you wish to do it yourself, you can find the ID of your sprite in the Sprite Tab (I forgot the real name lol but its where you can add more slots for sprites and characters). Take the number of the character you want added to the script and then go into the script and hit CTRL+F and then type in "ID". From there, you just add it like this:

 

"1,2,3,4,78 (78 being the ID number I want to add)"

 

If that didn't make sense, I can try to explain better ^,^

 

 

 

 

 

 

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



class Game_Actor < Game_Battler

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

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

 def screen_y
   return self.index * 20 + 220
 end

 def screen_z
   if self.index != nil
     return self.index
   else
     return 0
   end
 end
end


class Spriteset_Battle
 #RPG's stuff...
 attr_accessor :actor_sprites
 attr_accessor :enemy_sprites
 # ends here... ^-^

 def initialize
   @viewport0 = Viewport.new(0, 0, 640, 480)
   @viewport1 = Viewport.new(0, 0, 640, 480)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport4 = Viewport.new(0, 0, 640, 480)
   @viewport2.z = 101
   @viewport3.z = 200
   @viewport4.z = 5000

   @battleback_sprite = Sprite.new(@viewport0)
   # fix for reversed enemies... so it wont attack the wrong enemy...
   # this one was fixed long time ago but i added this comment 
   # so you guys know about it... ^-^''
   @enemy_sprites = []
   for enemy in $game_troop.enemies#.reverse
     @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
   end

   @actor_sprites = []
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))
   @actor_sprites.push(Sprite_Battler.new(@viewport2))

   @weather = RPG::Weather.new(@viewport0)
   @picture_sprites = []
   for i in 51..100
     @picture_sprites.push(Sprite_Picture.new(@viewport3,
       $game_screen.pictures[i]))
   end
   @timer_sprite = Sprite_Timer.new
   update
 end


 def dispose
   if @battleback_sprite.bitmap != nil
     @battleback_sprite.bitmap.dispose
   end
   @battleback_sprite.dispose
   for sprite in @enemy_sprites + @actor_sprites
     sprite.dispose
   end
   @weather.dispose
   for sprite in @picture_sprites
     sprite.dispose
   end
   @timer_sprite.dispose
   @viewport0.dispose
   @viewport1.dispose
   @viewport2.dispose
   @viewport3.dispose
   @viewport4.dispose
 end

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

   @actor_sprites[0].battler = $game_party.actors[0]
   @actor_sprites[1].battler = $game_party.actors[1]
   @actor_sprites[2].battler = $game_party.actors[2]
   @actor_sprites[3].battler = $game_party.actors[3]

   if @battleback_name != $game_temp.battleback_name
     @battleback_name = $game_temp.battleback_name
     if @battleback_sprite.bitmap != nil
       @battleback_sprite.bitmap.dispose
     end
     @battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
     @battleback_sprite.src_rect.set(0, 0, 640, 480)
     if @battleback_sprite.bitmap.height == 320
       @battleback_sprite.zoom_x = 1.5
       @battleback_sprite.zoom_y = 1.5
       @battleback_sprite.x = 320
       @battleback_sprite.y = 480
       @battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
       @battleback_sprite.oy = @battleback_sprite.bitmap.height
     else
       @battleback_sprite.x = 0
       @battleback_sprite.y = 0
       @battleback_sprite.ox = 0
       @battleback_sprite.oy = 0
       @battleback_sprite.zoom_x = 1
       @battleback_sprite.zoom_y = 1
     end
   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

   @viewport0.tone = $game_screen.tone
   @viewport0.ox = $game_screen.shake

   @viewport4.color = $game_screen.flash_color

   @viewport0.update
   @viewport1.update
   @viewport2.update
   @viewport4.update
 end
end

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


class Sprite_Battler < Animated_Sprite

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


 def initialize(viewport, battler = nil)
   super(viewport)
   @battler = battler
   @pattern_b = 0 #
   @counter_b = 0 #
   @index = 0     #

   # this is for the state animation...
   # dont change unless you know what this do...
   # you can find further infomation on the rmxp.net forum
   $noanimation = false

   @frame_width, @frame_height = 64, 64
   # start sprite
   @battler.is_a?(Game_Enemy) ? enemy_pose(1) : pose(1)

   @battler_visible = false
   if $target_index == nil
     $target_index = 0
   end
 end

 def index=(index) #
   @index = index  # 
   update          # 
 end               # 

 def dispose
   if self.bitmap != nil
     self.bitmap.dispose
   end
   super
 end

 def enemy                                             #
   $target_index += $game_troop.enemies.size
   $target_index %= $game_troop.enemies.size
   return $game_troop.enemies[$target_index]           #
 end                                                   #

 def actor                                             #
   $target_index += $game_party.actors.size
   $target_index %= $game_party.actors.size
   return $game_party.actors[$target_index]            #
 end           

#==============================================================================
# here is a snipplet from RPG's script...
# i changed only to lines from this...
#
# here you can add more sprite poses... if you have more... ^-^
#==============================================================================
 def pose(number, frames = 4)
   case number
   when 0  # run
     change(frames, 5, 0, 0, 0)
   when 1  # standby
     change(frames, 5, 0, @frame_height)
   when 2 # defend
     change(frames, 5, 0, @frame_height * 2)
   when 3 # Hurt, loops
     change(frames, 5, 0, @frame_height * 3)
   when 4 # attack no loop
     change(frames, 5, 0, @frame_height * 4, 0, true)
   when 5 # skill
     change(frames, 5, 0, @frame_height * 5)
   when 6 # death
     change(frames, 5, 0, @frame_height * 6)
   when 7 # no sprite
     change(frames, 5, 0, @frame_height * 7)
   #when 8
   # change(frames, 5, 0, @frame_height * 9)
   # ...etc.
   else
     change(frames, 5, 0, 0, 0)
   end
 end

 #--------------------------------------------------------------------------
 # - Change the battle pose for an enemy
 #   number : pose' number
 #--------------------------------------------------------------------------
 def enemy_pose(number ,enemy_frames = 4)
   case number
   when 0  # run
     change(enemy_frames, 5, 0, 0, 0)
   when 1  # standby
     change(enemy_frames, 5, 0, @frame_height)
   when 2 # defend
     change(enemy_frames, 5, 0, @frame_height * 2)
   when 3 # Hurt, loops
     change(enemy_frames, 5, 0, @frame_height * 3)
   when 4 # attack
     change(enemy_frames, 5, 0, @frame_height * 4, 0, true)
   when 5 # skill
     change(enemy_frames, 5, 0, @frame_height * 5)
   when 6 # death
     change(enemy_frames, 5, 0, @frame_height * 6)
   when 7 # no sprite
     change(enemy_frames, 5, 0, @frame_height * 7)
   # ...etc.
   else
     change(enemy_frames, 5, 0, 0, 0)
   end
 end

 def default_pose
   pose(1)

   # here we change the default pose when the character 
   # dont have over 75 % percent of the max hp

   # if HP is too low (- 25%)
   if (@battler.hp * 100) /@battler.maxhp  < 25
     pose(9)
   # if HP is too low (- 50%)
   elsif (@battler.hp * 100) /@battler.maxhp  < 50
     pose(9)
   # if HP is too low (- 75%)
   elsif (@battler.hp * 100) /@battler.maxhp  < 75
     pose(9)
   end


   # and here we change the pose if the character is inflicted with
   # poison or other stuff like sleep, paralyzed, confused or other stuff...
   # i only added the poison and sleep for test...
   if @battler.state?(3) # poison
     # change pose to sleep pose... 
     # (i dont have so much sprites... so im the defend pose)
     # you can set more status effects so each effect has its own sprite...
     pose(2)
   elsif @battler.state?(7) #sleep
     # change pose to poisoned
     pose(6)
   end
 end
#==============================================================================
# sniplet end...
#==============================================================================  


 def update
   super

   if @battler == nil                                                      
     self.bitmap = nil                                                     
     loop_animation(nil)                                                   
     return                                                                
   end

   if @battler.name != @battler_name
      @battler.battler_hue != @battler_hue

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

     if @battler.dead? or @battler.hidden
       self.opacity = 0
     end
     self.x = @battler.screen_x
     self.y = @battler.screen_y
     self.z = @battler.screen_z
   end

   if $noanimation == false
     if @battler.damage == nil and
        @battler.state_animation_id != @state_animation_id
       @state_animation_id = @battler.state_animation_id
       loop_animation($data_animations[@state_animation_id])
     end
   else
     dispose_loop_animation
   end


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

   if @battler.blink
     blink_on
   else
     blink_off
   end

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


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

class Scene_Battle


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


 def update_phase4_step1

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

   @help_window.visible = false
   if judge
     return
   end
   if $game_temp.forcing_battler == nil
     setup_battle_event
     if $game_system.battle_interpreter.running?
       return
     end
   end
   if $game_temp.forcing_battler != nil
     @action_battlers.delete($game_temp.forcing_battler)
     @action_battlers.unshift($game_temp.forcing_battler)
   end
   if @action_battlers.size == 0
     start_phase2
     return
   end
   @animation1_id = 0
   @animation2_id = 0
   @common_event_id = 0
   @active_battler = @action_battlers.shift
   if @active_battler.index == nil
     return
   end
   if @active_battler.hp > 0 and @active_battler.slip_damage?
     @active_battler.slip_damage_effect
     @active_battler.damage_pop = true
   end
   @active_battler.remove_states_auto
   @status_window.refresh
   @phase4_step = 2
 end


 def make_basic_action_result

   if @active_battler.is_a?(Game_Actor)
     $actor_on_top = true
   elsif @active_battler.is_a?(Game_Enemy)
     $actor_on_top = false
   end

   if @active_battler.current_action.basic == 0
#============================================================================
# WEAPONS START...
#============================================================================
# 
#================================= Different Weapons with different animations
#
# this is quite simple as you can see...
# if you want to add a weapon to the animation list then look at the script below...
# and i hope you'll find out how this works...
#
#
# if not...
# here is the way...
# first thing... 
# just copy and paste "elseif @active_battler_enemy.weapon_id == ID..." 
# just after the last @weapon_sprite....
# 
# here the ID is you need to look in you game databse the number that stands before 
# your weapon name is the ID you need to input here...
#
# same thing goes for the monster party... ^-^
# monster normaly dont need more sprites for weapons....
#
# if you want to use more... then replace the "@weapon_sprite_enemy = 4"
# with these lines... (but you need to edit them)
#
#        if @active_battler.weapon_id == 1 # <--  weapon ID number
#          @weapon_sprite_enemy = 4 # <-- battle animation
#        elsif @active_battler.weapon_id == 5 # <-- weapon ID number
#          @weapon_sprite_enemy = 2 # <-- battle animation
#        elsif @active_battler.weapon_id == 9 # <-- weapon ID number
#          @weapon_sprite_enemy = 0 # <-- battle animation
#        elsif @active_battler.weapon_id == 13 # <-- weapon ID number
#          @weapon_sprite_enemy = 6 # <-- battle animation
#        else
#          @weapon_sprite_enemy = 4
#        end
# 
#================================= END

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

# monster section is here... ^-^

     else# @active_battler.is_a?(Game_Enemy)
         @weapon_sprite_enemy = 4
     end

#
#=============================================================================
# WEAPONS END....
#=============================================================================


     @animation1_id = @active_battler.animation1_id
     @animation2_id = @active_battler.animation2_id
     if @active_battler.is_a?(Game_Enemy)
       if @active_battler.restriction == 3
         target = $game_troop.random_target_enemy
       elsif @active_battler.restriction == 2
         target = $game_party.random_target_actor
       else
         index = @active_battler.current_action.target_index
         target = $game_party.smooth_target_actor(index)
       end
#======== here is the setting for the movement & animation...
         x = target.screen_x - 32
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
         @spriteset.enemy_sprites[@active_battler.index]\
         .move(x, target.screen_y, 10)
#========= here if you look at the RPG's movement settings you'll see
#========= that he takes the number 40 for the speed of the animation... 
#========= i thing thats too fast so i settet it down to 10 so looks smoother...
     end
     if @active_battler.is_a?(Game_Actor)
       if @active_battler.restriction == 3
         target = $game_party.random_target_actor
       elsif @active_battler.restriction == 2
         target = $game_troop.random_target_enemy
       else
         index = @active_battler.current_action.target_index
         target = $game_troop.smooth_target_enemy(index)
       end
#======= the same thing for the player... ^-^
       x = target.screen_x + 32
       @spriteset.actor_sprites[@active_battler.index].pose(0)
       @spriteset.actor_sprites[@active_battler.index]\
       .move(x, target.screen_y, 10)
     end
     @target_battlers = [target]
     for target in @target_battlers
       target.attack_effect(@active_battler)
     end
     return
   end
   if @active_battler.current_action.basic == 1
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(2) #defence
     else
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) #defence
     end
     @help_window.set_text($data_system.words.guard, 1)
     return
   end
   if @active_battler.is_a?(Game_Enemy) and
      @active_battler.current_action.basic == 2
     @help_window.set_text("Escape", 1)
     @active_battler.escape
     return
   end
   if @active_battler.current_action.basic == 3
     $game_temp.forcing_battler = nil
     @phase4_step = 1
     return
   end

   if @active_battler.current_action.basic == 4
     if $game_temp.battle_can_escape == false
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     update_phase2_escape
     return
   end
 end
 #--------------------------------------------------------------------------
 # skill aktion...
 #--------------------------------------------------------------------------
 def make_skill_action_result

   @skill = $data_skills[@active_battler.current_action.skill_id]
   unless @active_battler.current_action.forcing
     unless @active_battler.skill_can_use?(@skill.id)
       $game_temp.forcing_battler = nil
       @phase4_step = 1
       return
     end
   end
   @active_battler.sp -= @skill.sp_cost
   @status_window.refresh
   @help_window.set_text(@skill.name, 1)

#=============================================================================
# SKILL SPRITES START
#=============================================================================
# this one is the same as the one for the weapons...
# for the one who have this for the first time
# look at the script i hope it is easy to understand...
# 
# the other one that have the earlier versions of this script they dont need explenation
# ... i think....
# the think that changed is the line where the animation ID is given to the sprite...
# the number after the "pose" is the animation ID... it goes for every other animation as well..
# if you have an animation for a skill that have more frames... 
# then just insert the number of frames after the first number...
# so it looks like this.... "pose(5, 8)" <-- 5 is the animation... 
# 8 is the max frame (that means your animation have 8 frames...) ^-^

   if @active_battler.is_a?(Game_Actor)
     if @skill.name == "Heal" # <-- first skill name
       @spriteset.actor_sprites[@active_battler.index].pose(5) # <-- sprite number
     elsif @skill.name == "Cross Cut" # <-- secound skill name
       @spriteset.actor_sprites[@active_battler.index].pose(6) # <-- sprite number
     elsif @skill.name == "Fire" # <-- third skill name
       @spriteset.actor_sprites[@active_battler.index].pose(6) # <-- sprite number
     end
   else
     if @skill.name == "Heal" # <-- first skill name
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- sprite number
     elsif @skill.name == "Cross Cut" # <-- secound skill name
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(6) # <-- sprite number
     elsif @skill.name == "Fire" # <-- third skill name
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(6) # <-- sprite number
     end
   end
#=============================================================================
# SKILL SPRITES END
#=============================================================================

   @animation1_id = @skill.animation1_id
   @animation2_id = @skill.animation2_id
   @common_event_id = @skill.common_event_id
   set_target_battlers(@skill.scope)
   for target in @target_battlers
     target.skill_effect(@active_battler, @skill)
   end
 end
 #--------------------------------------------------------------------------
 # how here we make the item use aktions
 #--------------------------------------------------------------------------
 def make_item_action_result

   # sorry i didnt work on this...
   # couse i dont have a sprite that uses items....
   # so i just added the standby sprite here...
   # when i get more time for this i'll try what i can do for this one... ^-^
   # its the same as the ones above...
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end

   @item = $data_items[@active_battler.current_action.item_id]
   unless $game_party.item_can_use?(@item.id)
     @phase4_step = 1
     return
   end
   if @item.consumable
     $game_party.lose_item(@item.id, 1)
   end
   @help_window.set_text(@item.name, 1)
   @animation1_id = @item.animation1_id
   @animation2_id = @item.animation2_id
   @common_event_id = @item.common_event_id
   index = @active_battler.current_action.target_index
   target = $game_party.smooth_target_actor(index)
   set_target_battlers(@item.scope)
   for target in @target_battlers
     target.item_effect(@item)
   end
 end

#==============================================================================
# here again.... snipplet from RPG's script
#==============================================================================


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

 def start_phase5
   @phase = 5
   $game_system.me_play($game_system.battle_end_me)
   $game_system.bgm_play($game_temp.map_bgm)
   exp = 0
   gold = 0
   treasures = []
   for enemy in $game_troop.enemies
     unless enemy.hidden
       exp += enemy.exp
       gold += enemy.gold
       if rand(100) < enemy.treasure_prob
         if enemy.item_id > 0
           treasures.push($data_items[enemy.item_id])
         end
         if enemy.weapon_id > 0
           treasures.push($data_weapons[enemy.weapon_id])
         end
         if enemy.armor_id > 0
           treasures.push($data_armors[enemy.armor_id])
         end
       end
     end
   end
   treasures = treasures[0..5]
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     $noanimation = true
     @spriteset.actor_sprites[i].pose(7) unless actor.dead? # {=====}
     if actor.cant_get_exp? == false
       last_level = actor.level
       actor.exp += exp
       if actor.level > last_level
         @status_window.level_up(i)
       end
     end
   end
   $game_party.gain_gold(gold)
   for item in treasures
     case item
     when RPG::Item
       $game_party.gain_item(item.id, 1)
     when RPG::Weapon
       $game_party.gain_weapon(item.id, 1)
     when RPG::Armor
       $game_party.gain_armor(item.id, 1)
     end
   end
   @result_window = Window_BattleResult.new(exp, gold, treasures)
   @phase5_wait_count = 100
 end
#   =*****= 

 #--------------------------------------------------------------------------
 # updating the movement
 # since RPG isnt used to comments... i'll comment it again...
 #--------------------------------------------------------------------------
 def update_phase4_step3
   if @active_battler.current_action.kind == 0 and
      @active_battler.current_action.basic == 0
      # in this one... we have our weapon animations... for player and monster
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(@weapon_sprite)
     elsif @active_battler.is_a?(Game_Enemy)
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(@weapon_sprite_enemy)
     end
   end
   if @animation1_id == 0
     @active_battler.white_flash = true
   else
     @active_battler.animation_id = @animation1_id
     @active_battler.animation_hit = true
   end
   @phase4_step = 4
 end

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

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

   @help_window.visible = false
   @status_window.refresh

   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end
   for target in @target_battlers
     if target.damage != nil
       target.damage_pop = true
       if @active_battler.is_a?(Game_Actor)
         @spriteset.actor_sprites[@active_battler.index].pose(1)
       else
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
       end
     end
   end
   @phase4_step = 6
 end
 #--------------------------------------------------------------------------
 # ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
 #--------------------------------------------------------------------------
 def update_phase4_step6

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

 def update_phase4_step7

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

   $game_temp.forcing_battler = nil
   if @common_event_id > 0
     common_event = $data_common_events[@common_event_id]
     $game_system.battle_interpreter.setup(common_event.list, 0)
   end
   @phase4_step = 1
 end

# this one is an extra... without this the animation whill not work correctly...

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

   # this one holds the battle while the player moves
   for actor in @spriteset.actor_sprites
     if actor.moving
       return
     end
   end
   # and this one is for the enemy... 
   for enemy in @spriteset.enemy_sprites
     if enemy.moving# and $game_system.animated_enemy
       return
     end
   end

   if $game_temp.forcing_battler == nil and
      $game_system.battle_interpreter.running?
     return
   end
   case @phase
   when 1
     update_phase1
   when 2
     update_phase2
   when 3
     update_phase3
   when 4
     update_phase4
   when 5
     update_phase5
   end
 end

#==============================================================================
# end of the snipplet
# if you want the comments that where here just look at the scene_battle 4... 
# i added some comments since RPG hasnt add any....
#==============================================================================
end

 

 

 

 

 

 

 

Ichigo-BleachDS2.png

 

 

I wanted to get those into my game

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