Arushu 0 Report post Posted August 29, 2011 I'm basicly looking for a window to display when and who levels up after battle Arushu Share this post Link to post Share on other sites
Kiriashi 117 Report post Posted August 29, 2011 Hey arushu. The Introductions and Farewells forum is for... well... introductions and farewells. Please try to post things in their appropriate forum. It's really quite easy to tell. Just browse through them next time. ^_^ I moved this to Game Making Support for you. Also, you didn't specify which program you are using. You need to do that. I went ahead and answered the question assuming you were using RMXP: I just tested the default battle system, in RMXP, and it already tells you when a character levels up after battle. http://gyazo.com/c4704e4427a6c0270f80dada198dc345.png Share this post Link to post Share on other sites
Arushu 0 Report post Posted August 30, 2011 oh that explains why i can't find it. i'm using a side-view battle system and i dont seem to have any indication when they level up on that? Share this post Link to post Share on other sites
Kiriashi 117 Report post Posted August 30, 2011 Could you please post this battle system or link to it? If you post it here, make sure to use the code and spoiler tags. Example: [spoiler][code]paste the script here[/code][/spoiler] ^_^ Share this post Link to post Share on other sites
Arushu 0 Report post Posted August 31, 2011 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[i] 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[i] @tilemap.autotiles[i] = 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 # Æ’AÆ’NÆ’^ÂÂ[Æ’XÆ’vƒ‰ƒCÆ’g‚ð’ljà@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[i])) end # ???????????? @timer_sprite = Sprite_Timer.new # ?????? update end #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- def dispose if @tilemap != nil # ????????? @tilemap.tileset.dispose for i in 0..6 @tilemap.autotiles[i].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) 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 def start_phase2 # ???? 2 ??? @phase = 2 # ????????????? @actor_index = -1 @active_battler = nil # ????????????????? @party_command_window.active = true @party_command_window.visible = true # ????????????????? @actor_command_window.active = false @actor_command_window.visible = false @help_window.visible = false # ?????????????? $game_temp.battle_main_phase = false # ???????????????? $game_party.clear_actions # ???????????? unless $game_party.inputable? # ????????? start_phase4 end end def update_phase2_escape # ?????????????? enemies_agi = 0 enemies_number = 0 for enemy in $game_troop.enemies if enemy.exist? enemies_agi += enemy.agi enemies_number += 1 end end if enemies_number > 0 enemies_agi /= enemies_number end # ?????????????? actors_agi = 0 actors_number = 0 for actor in $game_party.actors if actor.exist? actors_agi += actor.agi actors_number += 1 end end if actors_number > 0 actors_agi /= actors_number end # ?????? success = rand(100) < 50 * actors_agi / enemies_agi # ??????? if success # ?? SE ??? $game_system.se_play($data_system.escape_se) for actor in $game_party.actors @spriteset.actor_sprites[actor.index].pose(2) @spriteset.actor_sprites[actor.index].move(660, actor.screen_y, 10) end check = escape_move until check == false @spriteset.update Graphics.update check = escape_move end # ??????? BGM ??? $game_system.bgm_play($game_temp.map_bgm) # ????? battle_end(1) # ??????? else # ???????????????? $game_party.clear_actions # ????????? start_phase4 end end def escape_move for actor in @spriteset.actor_sprites if actor.moving return true end end return false end def start_phase5 # ???? 5 ??? @phase = 5 # ????? ME ??? $game_system.me_play($game_system.battle_end_me) # ??????? BGM ??? $game_system.bgm_play($game_temp.map_bgm) # EXP??????????????? exp = 0 gold = 0 treasures = [] # ??? for enemy in $game_troop.enemies # ?????????????? unless enemy.hidden # ?? EXP???????? exp += enemy.exp gold += enemy.gold # ????????? if rand(100) < enemy.treasure_prob if enemy.item_id > 0 treasures.push($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 # ???????? 6 ?????? treasures = treasures[0..5] # EXP ?? for i in 0...$game_party.actors.size actor = $game_party.actors[i] 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 #-------------------------------------------------------------------------- # ? ?????? (???????????) #-------------------------------------------------------------------------- def update_phase5 # ????????? 0 ??????? if @phase5_wait_count > 0 # ???????????? @phase5_wait_count -= 1 # ????????? 0 ?????? if @phase5_wait_count == 0 # ???????????? @result_window.visible = true # ?????????????? $game_temp.battle_main_phase = false # ????????????????? #@status_window.refresh end return end # C ?????????? if Input.trigger?(Input::C) # ????? battle_end(0) end end def phase3_setup_command_window # ????????????????? @party_command_window.active = false @party_command_window.visible = false # ????????????????? @actor_command_window.active = true @actor_command_window.visible = true @help_window.visible = true # ??????????????????? if @actor_command_window.help_window == nil @actor_command_window.help_window = @help_window end @actor_command_window.update_help #@actor_command_window.x = @actor_index * 160 # ??????? 0 ??? @actor_command_window.index = 0 end def start_enemy_select # ?????????? @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2) # ????????????? @enemy_arrow.help_window = @help_window # ????????????????? @actor_command_window.active = false @actor_command_window.visible = false end def update_phase4 case @phase4_step when 1 update_phase4_step1 when 2 update_phase4_step2 when 3 update_phase4_step3 when 4 update_phase4_step4 when 5 update_phase4_step5 when 6 update_phase4_step6 when 7 update_phase4_step7 end end def update_phase4_step1 # Change actor poses to default #if @active_battler.is_a?(Game_Actor) # @spriteset.actor_sprites[@active_battler.index].default_pose #end for i in 0...$game_party.actors.size actor = $game_party.actors[i] @spriteset.actor_sprites[i].default_pose 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 @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(2) @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) weapon = $data_weapons[@active_battler.weapon_id] range = false if weapon != nil for id in weapon.element_set if $data_system.elements[id] == "Range" range = true break end end end 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 = $game_troop.smooth_target_enemy(index) end #======= the same thing for the player... ^-^ x = target.screen_x + 32 @spriteset.actor_sprites[@active_battler.index].pose(1) @spriteset.actor_sprites[@active_battler.index].move(x * (range ? 2 : 1), target.screen_y, 10) range = false end @target_battlers = [target] for target in @target_battlers target.attack_effect(@active_battler) end return end if @active_battler.current_action.basic == 1 if @active_battler.is_a?(Game_Actor) @spriteset.actor_sprites[@active_battler.index].pose(0, 1) #defence else @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) #defence end @help_window.set_text($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 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) @animation1_id = @skill.animation1_id @animation2_id = @skill.animation2_id if @active_battler.is_a?(Game_Enemy) #@spriteset.enemy_sprites[@active_battler.index].change_sp_bar x = @active_battler.screen_x + 48 @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) @spriteset.enemy_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5) @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) end if @active_battler.is_a?(Game_Actor) #@spriteset.actor_sprites[@active_battler.index].change_sp_bar x = @active_battler.screen_x - 48 @spriteset.actor_sprites[@active_battler.index].pose(1) @spriteset.actor_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5) @spriteset.actor_sprites[@active_battler.index].pose(0, 1) end @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 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(0, 1) else @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 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 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(0,1) elsif @active_battler.is_a?(Game_Enemy) @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0,1) 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 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(0, 1) else @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 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(0, 1) else @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) end end end # ???? 6 ??? @phase4_step = 6 end 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) if @active_battler.current_action.basic == 1 @spriteset.actor_sprites[@active_battler.index].pose(0, 1) else @spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20) @spriteset.actor_sprites[@active_battler.index].pose(2) end else if @active_battler.current_action.basic == 1 @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) else @spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20) @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1) end end for target in @target_battlers if target.is_a?(Game_Actor) @spriteset.actor_sprites[target.index].pose(0, 1) else @spriteset.enemy_sprites[target.index].enemy_pose(0, 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) @spriteset.actor_sprites[@active_battler.index].pose(0, 1) else @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 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 end #============================================================================== # ** Seph's Test Bed Log #------------------------------------------------------------------------------ # SephirothSpawn # Version 0.41 # 2007-08-29 # Total Scripts : 84 =begin ======================================================================== ** Table Of Contents ** A) Version Updates * Version 0.10 : 2006-10-09 * Version 0.20 : 2006-10-20 * Version 0.25 : 2006-11-08 * Version 0.30 : 2006-12-12 * Version 0.40 : 2007-07-31 * Version 0.41 : 2007-08-29 B) Catagory Descriptions C) Current Scripts Listings D) Scripts to be Updated E) Possible Future Releases #============================================================================== A) Version Updates * Version 0.1 : 2006-10-09 - Following Scripts Were Released : SCRIPT NAME (VERSION) : DATE UPDATED ~ Quick Treasure Chest (1.0) : 2006-07-09 ~ Shift Puzzles (2.0) : 2006-07-28 ~ Trickster's Curve Generator (1.0) : 2006-07-28 ~ Damage Reductions (1.0) : 2006-07-29 ~ Character Class Graphics (1.0) : 2006-08-01 ~ Game Difficulty (2.0) : 2006-08-03 ~ Introduction & Splash System (3.0) : 2006-08-04 ~ Sudoku Puzzles (1.0) : 2006-08-06 ~ Encounter Control (1.0) : 2006-08-12 ~ Bitmap File Dump (1.0) : 2006-08-22 ~ Event Text Display (3.0) : 2006-08-22 ~ Gameover to Inn (3.0) : 2006-08-22 ~ Stat Skills (1.0) : 2006-08-22 ~ Learn Skills From Items (1.0) : 2006-08-23 ~ Blue, Geomancy & Level Skills (1.0) : 2006-08-24 ~ Class Based Stats (1.0) : 2006-08-27 ~ Multiple Languages (2.0) : 2006-08-27 ~ Quick Animations (2.0) : 2006-08-27 ~ Advanced Title Screen (1.0) : 2006-08-30 ~ Crafting System (1.0) : 2006-09-06 ~ Scene Base (2.0) : 2006-09-06 ~ Keyword Encyclopedia (1.0) : 2006-09-09 ~ Dynamic Currencies (1.0) : 2006-09-10 ~ SP Cost Modifers (1.0) : 2006-09-15 ~ Action Battlers (1.0) : 2006-09-20 ~ Actor Stat Bonuses (2.0) : 2006-09-20 ~ Aditional Item Drops (2.0) : 2006-09-20 ~ Virtual Database (2.0) : 2006-10-02 ~ Character Holograms (1.0) : 2006-10-07 ~ Dynamic Enemies (2.0) : 2006-10-07 ~ Animated Battlebacks (1.0) : 2006-10-08 ~ File Error Fix & Report (1.0) : 2006-10-08 - Following Scripts Were Updated : ~ None --------------------------------------------------------------------------- * Version 0.2 : 2006-10-20 - Following Scripts Were Released : SCRIPT NAME (VERSION) : DATE UPDATED ~ Skills Use Items (1.0) : 2006-10-15 ~ Event Collisions (1.0) : 2006-10-16 ~ Alternate Game Difficulty (1.0) : 2006-10-18 ~ Inn & Savepoint System (2.0) : 2006-10-19 ~ Dynamic Enemy Actions (1.0) : 2006-10-22 ~ Unarmed Stats & Development (1.0) : 2006-10-22 ~ Character Icon Graphics (1.0) : 2006-10-23 ~ Class Support (1.0) : 2006-10-24 (SDK Conversions) ~ Goldenshadow : Adv. Fishing (1.8) : 2005-07-29 ~ Ccoa : Minecart Mayhem (1.0) : 2005-07-30 - Following Scripts Were Updated : SCRIPT NAME (VERSION) : DATE UPDATED ~ Animated Battlebacks (1.1) : 2006-10-17 ~ Crafting System (1.1) : 2006-10-17 ~ Introduction & Splash System (3.1) : 2006-10-17 ~ Advanced Title Screen (1.01) : 2006-10-18 ~ Scene Base (2.01) : 2006-10-18 ~ Trickster's Curve Generator (2.0) : 2006-10-22 ~ Character Holograms (1.01) : 2006-10-23 ~ Encounter Control (1.01) : 2006-10-23 ~ Event Text Display (3.01) : 2006-10-23 ~ Action Battlers (1.1) : 2006-10-24 ~ Dynamic Currencies (1.01) : 2006-10-24 ~ Virtual Database (2.01) : 2006-10-24 --------------------------------------------------------------------------- * Version 0.25 : 2006-11-08 - Following Scripts Were Released : SCRIPT NAME (VERSION) : DATE UPDATED ~ State Pops (1.0) : 2006-10-29 ~ Equipment, Item & Skill Reqs (0.9) : 2006-10-30 ~ Party SP (1.0) : 2006-11-02 ~ Weapon Specials (1.0) : 2006-11-04 ~ Tilemap (0.9) : 2006-11-06 ~ Scroll Status Display (1.0) : 2006-11-07 - Following Scripts Were Updated : SCRIPT NAME (VERSION) : DATE UPDATED ~ Character Icon Graphics (1.01) : 2006-11-01 --------------------------------------------------------------------------- * Version 0.3 : 2006-12-13 - Following Scripts Were Released : SCRIPT NAME (VERSION) : DATE UPDATED ~ Party Switcher + Extra Parties (1.0) : 2006-11-25 ~ FFVIII Skill Points (1.0) : 2006-12-01 ~ Skill Learn Display (1.0) : 2006-12-04 ~ Event Spawner (2.0) : 2006-12-09 - Following Scripts Were Updated : SCRIPT NAME (VERSION) : DATE UPDATED ~ Actor Stat Bonuses (2.1) : 2006-11-30 ~ Gameover to Inn (3.1) : 2006-11-30 ~ Quick Animations (3.0) : 2006-12-01 ~ Animated Battleback (2.0) : 2006-12-04 ~ Introduction & Splash System (4.0) : 2006-12-06 ~ Method & Class Library Adds. (0.2) : 2006-12-11 ~ Additional Enemy Drops (2.1) : 2006-12-13 --------------------------------------------------------------------------- * Version 0.4 : 2007-07-31 - Following Scripts Were Released : SCRIPT NAME (VERSION) : DATE UPDATED ~ Perspective Sprites (1.0) : 2007-01-05 ~ Stat Bonus Base (1.0) : 2007-01-26 ~ Extra Terrains (1.01) : 2007-01-24 ~ File Use Log (2.0) : 2007-02-25 ~ Multiple Damages (1.0) : 2007-02-12 ~ Analog Movement (2.0) : 2007-02-16 ~ WorldMap Teleporter (2.0) : 2007-02-26 ~ Dynamic + Add. Enemy Drops (3.0) : 2007-03-01 ~ Skills Use Element Sets (1.0) : 2007-03-01 ~ Multiple Animations (1.0) : 2007-03-06 ~ Save Event Locations (1.0) : 2007-03-12 ~ Enhanced BattleStatus Window (1.1) : 2007-03-13 ~ Auto-Save System (1.0) : 2007-03-17 ~ Sound Interaction System (1.0) : 2007-03-21 ~ Anti Event Lag System (2.1) : 2007-04-02 ~ Blur Screenshot (1.0) : 2007-04-02 ~ Equipment Autostates (1.0) : 2007-04-02 ~ Sprite Blink Colors (1.0) : 2007-04-02 ~ Mouse Selectable Windows (2.0) : 2007-04-03 ~ Multiple BGMS (1.0) : 2007-04-09 ~ Skill Mana System (2.0) : 2007-04-23 ~ Battle Leaders (1.0) : 2007-05-07 ~ Tilemap (Extra Autotiles) (1.0) : 2007-06-01 ~ Battle Simulator (1.0) : 2007-06-02 ~ Multiple Poison Effects (1.0) : 2007-06-03 ~ On Map Party Cycler (1.0) : 2007-06-15 ~ Enhanced Item Parameters (1.0) : 2007-06-28 ~ Enemy Troops Extender (1.1) : 2007-07-09 ~ Battle Equipping (1.0) : 2007-07-18 ~ Character Sprite Frame Count (1.0) : 2007-07-18 ~ Map Screenshot Maker (1.1) : 2007-07-21 ~ Escaping Cost (1.0) : 2007-07-25 ~ Mapping Layers (2.1) : 2007-07-25 ~ Action Encounters (1.01) : 2007-07-26 ~ Draw HP/SP/Exp Percents (1.0) : 2007-07-27 ~ Battle Command Memory (1.0) : 2007-07-28 ~ Battle Escaping (1.0) : 2007-07-28 ~ Dynamic Defending (1.0) : 2007-07-28 ~ Battle Switching (2.1) : 2007-07-29 ~ Tilemap (Flash Data) (1.01) : 2007-07-30 - Following Scripts Were Updated : SCRIPT NAME (VERSION) : DATE UPDATED ~ Character Class Graphics (1.1) : 2007-01-24 ~ Character Icon Graphics (1.02) : 2007-01-24 ~ Damage Reductions (1.01) : 2007-01-24 ~ Skills Use Items (1.01) : 2007-01-24 ~ SP Cost Modifers (1.1) : 2007-01-24 ~ Actor Stat Bonuses (3.0) : 2007-01-28 ~ Class Support (2.0) : 2007-01-28 ~ Blue, Geomancy & Level Skills (1.11) : 2007-02-10 ~ Party Switcher + Extra Parties (1.2) : 2007-02-14 ~ Skill Learn Display (2.0) : 2007-02-16 ~ State Pops (2.0) : 2007-02-16 ~ Class Based Stats (2.0) : 2007-02-19 ~ Learn Skills From Items (1.1) : 2007-02-20 ~ Unarmed Stats & Development (2.0) : 2007-02-20 ~ Animated Battlebacks (2.1) : 2007-02-28 ~ Advanced Title Screen (2.0) : 2007-03-01 ~ Dynamic Enemy Actions (1.1) : 2007-03-01 ~ Game Difficulty (3.0) : 2007-03-01 ~ Game Difficulty (Alt.) (2.0) : 2007-03-01 ~ Keyword Encyclopedia (1.1) : 2007-03-02 ~ Multiple Languages (2.1) : 2007-03-02 ~ Virtual Database (2.2) : 2007-04-11 ~ File Error Fix & Report (1.02) : 2007-04-28 ~ Dynamic Enemies (3.01) : 2007-05-11 ~ Stat Skills (1.1) : 2007-05-15 ~ Quick Treasure Chest (2.2) : 2007-07-13 ~ Event Collisions (2.01) : 2007-07-23 ~ Scroll Status Display (1.1) : 2007-07-26 ~ Encounter Control (2.1) : 2007-07-30 ~ Event Text Display (4.0) : 2007-07-30 ~ Tilemap (Basic) (1.11) : 2007-07-31 - Following Scripts Were Re-formated : SCRIPT NAME ---> NEW SCRIPT NAME ~ Additional Enemy Drops ---> Dynamic + Add. Enemy Drops - Following Scripts Were Moved to the Method & Class Library or SDK : SCRIPT NAME (VERSION) : DATE UPDATED ~ Bitmap File Dump (1.0) : 2006-08-22 ~ Scene Base (2.01) : 2006-10-18 ~ Trickster's Curve Generator (2.0) : 2006-10-22 ~ Quick Animations (3.0) : 2006-12-01 ~ Event Spawner (2.0) : 2006-12-09 - Following Scripts Were Temporarily Removed Until Next Update : SCRIPT NAME (VERSION) : DATE UPDATED ~ Goldenshadow : Adv. Fishing (1.8) : 2005-07-29 ~ Ccoa : Minecart Mayhem (1.0) : 2005-07-30 ~ Shift Puzzles (2.0) : 2006-07-28 ~ Sudoku Puzzles (1.0) : 2006-08-06 ~ Crafting System (1.1) : 2006-10-17 ~ Inn & Savepoint System (2.0) : 2006-10-19 ~ Character Holograms (1.01) : 2006-10-23 ~ Event Text Display (3.01) : 2006-10-23 ~ Action Battlers (1.1) : 2006-10-24 ~ Dynamic Currencies (1.01) : 2006-10-24 ~ Equipment, Item & Skill Reqs (0.9) : 2006-10-30 ~ Party SP (1.0) : 2006-11-02 ~ Weapon Specials (1.0) : 2006-11-04 ~ Gameover to Inn (3.1) : 2006-11-30 ~ FFVIII Skill Points (1.0) : 2006-12-01 ~ Introduction & Splash System (4.0) : 2006-12-06 --------------------------------------------------------------------------- * Version 0.41: 2007-08-29 - Following Scripts Were Released : SCRIPT NAME (VERSION) : DATE UPDATED ~ Damage Limits (1.0) : 2007-08-06 ~ Dynamic Enemies - Database + (1.0) : 2007-08-06 ~ Final Fantasy I Magic System (1.0) : 2007-08-06 ~ Party Stats (2.0) : 2007-08-06 ~ Skill/Equipment S & E Percents (1.0) : 2007-08-10 ~ Encounter Detection Chaser (1.0) : 2007-08-16 ~ Auto-Revive System (1.0) : 2007-08-20 ~ Battler Sprite Bars (1.0) : 2007-08-21 ~ Battleback Screen Stretch (1.0) : 2007-08-22 ~ Map Battlebacks (1.0) : 2007-08-23 - Following Scripts Were Re-formated : SCRIPT NAME ---> NEW SCRIPT NAME ~ Party SP ---> Party Stats - Following Scripts Were Updated : SCRIPT NAME (VERSION) : DATE UPDATED ~ Draw HP/SP/Exp Percents (1.01) : 2007-08-01 ~ Escaping Cost (1.01) : 2007-08-01 ~ Party Switcher + Extra Parties (1.21) : 2007-08-01 ~ Game Difficulty (Alt.) (2.01) : 2007-08-02 ~ Battle Command Memory (1.01) : 2007-08-05 ~ Battle Equipping (1.01) : 2007-08-05 ~ Multiple Languages (2.11) : 2007-08-05 ~ Enhanced Item Parameters (1.01) : 2007-08-21 ~ Learn Skills from Items (1.11) : 2007-08-21 ~ Multiple Poison Effects (1.01) : 2007-08-21 ~ Skill Mana System (2.01) : 2007-08-21 ~ State Pops (2.01) : 2007-08-21 ~ Quick Treasure Chest (2.21) : 2007-08-22 ~ Analog Movement (2.01) : 2007-08-23 ~ Yeyinde's RSC Require (1.5.0) : 2007 #============================================================================== B) Category Descriptions * Library Development These systems are all designed to be used as tools for other scripts to function. They are usually useful modules or new library classes that make the creation of scripts a bit easier. Many other scripts rely on these, so it is a good idea to have them. * RGSS Rewrites These systems are all designed to rewrite a hidden RGSS object class, or modify an exhisting one. * Developer Tools These systems are all designed to provide support for further development of the actors, classes, items, etc. These scripts will often be expansions to the default database or tools for scripters. * Visual Enhancement These systems are all designed to add physical apperance to your game. * Character Development These systems are all designed to allow your characters to develope dynamically, either their stats, skills or new features for them. * Enemy Development These systems are all designed to allow your enemies to develpe dynamically, either their stats, skills or new features for them. * System Enhancement These systems are all designed to add or modify the default systems. * Additional System These systems are all designed to add more gameplay. They are all new systems to RMXP bringing more for the players to do. * Mini Games These systems are all designed to give your players something to do besides the main game. They are just specialized Additional systems that are games themselves. * Battle Enhancement These systems are all designed to add to the default battle system. * Battle Systems Completely New Battle Systems, that will either modify the default or create a new one. * SDK Conversions Non-SDK scripts made SDK. The idea is to re-write problem areas that re-write SDK created methods and format the scripts to the SDK standards. * Mini Systems & Request These system are all little mini-scripts, that don't really fit into any other catagory. Just little things I thought I would share. #============================================================================== C) Current Script Listings * Required Scripts (03) ~ RSC Require (By Yeyinde) (1.5) : 2007 ~ The RMXP SDK (2.3) : 2007-07-22 ~ Method & Class Library (2.1) : 2007-07-22 * Library Development (09) ~ Blur Screenshot (1.0) : 2007-04-02 ~ File Error Fix & Report (1.02) : 2007-04-28 ~ File Use Log (2.0) : 2007-02-25 ~ Map Screenshot Maker (1.1) : 2007-07-21 ~ Mouse Selectable Windows (2.0) : 2007-04-03 ~ Multiple Animations (1.0) : 2007-03-06 ~ Multiple Damages (1.0) : 2007-02-12 ~ Stat Bonus Base (1.0) : 2007-01-26 ~ Virtual Database (2.2) : 2007-04-11 * RGSS Rewrites (03) ~ Tilemap (Basic) (1.11) : 2007-07-31 ~ Tilemap (Flash Data) (1.01) : 2007-07-30 ~ Tilemap (Extra Autotiles) (1.0) : 2007-06-01 * Developer Tools (30) ~ Actor Stat Bonuses (3.0) : 2007-01-28 ~ Analog Movement (2.01) : 2007-08-23 ~ Anti Event Lag System (2.1) : 2007-04-02 ~ Auto-Revive System (1.0) : 2007-08-20 ~ Auto-Save System (1.0) : 2007-03-17 ~ Character Class Graphics (1.1) : 2007-01-24 ~ Character Icon Graphics (1.02) : 2007-01-24 ~ Character Sprite Frame Count (1.0) : 2007-07-18 ~ Class Based Stats (2.0) : 2007-02-19 ~ Class Support (2.0) : 2007-01-28 ~ Damage Limits (1.0) : 2007-08-06 ~ Damage Reductions (1.01) : 2007-01-24 ~ Encounter Control (2.1) : 2007-07-30 ~ Encounter Detection Chaser (1.0) : 2007-08-16 ~ Enhanced Item Parameters (1.01) : 2007-08-21 ~ Enemy Troops Extender (1.1) : 2007-07-09 ~ Equipment Autostates (1.0) : 2007-04-02 ~ Event Collisions (2.01) : 2007-07-23 ~ Extra Terrains (1.01) : 2007-01-24 ~ Mapping Layers (2.1) : 2007-07-25 ~ Multiple BGMS (1.0) : 2007-04-09 ~ Multiple Poison Effects (1.01) : 2007-08-21 ~ Save Event Locations (1.0) : 2007-03-12 ~ Skill/Equipment S & E Percents (1.0) : 2007-08-10 ~ Skills Use Element Sets (1.0) : 2007-03-01 ~ Skills Use Items (1.01) : 2007-01-24 ~ Sound Interaction System (1.0) : 2007-03-21 ~ SP Cost Modifers (1.1) : 2007-01-24 ~ Sprite Blink Colors (1.0) : 2007-04-02 ~ Stat Skills (1.1) : 2007-05-15 ~ Unarmed Stats & Development (2.0) : 2007-02-20 * Visual Enhancement (10) ~ Animated Battlebacks (2.1) : 2007-02-28 ~ Battleback Screen Stretch (1.0) : 2007-08-22 ~ Battler Sprite Bars (1.0) : 2007-08-21 ~ Enhanced BattleStatus Window (1.1) : 2007-03-13 ~ Event Text Display (4.0) : 2007-07-30 ~ Map Battlebacks (1.0) : 2007-08-23 ~ Perspective Sprites (1.0) : 2007-01-05 ~ Scroll Status Display (1.1) : 2007-07-26 ~ Skill Learn Display (2.0) : 2007-02-16 ~ State Pops (2.01) : 2007-08-21 * Character Development (05) ~ Blue, Geomancy & Level Skills (1.11) : 2007-02-10 ~ Final Fantasy I Magic System (1.0) : 2007-08-06 ~ Learn Skills from Items (1.11) : 2007-08-21 ~ Party Stats (2.0) : 2007-08-06 ~ Skill Mana System (2.01) : 2007-08-21 * Enemy Development (06) ~ Dynamic Enemies (3.01) : 2007-05-11 ~ Dynamic Enemies - Database + (1.0) : 2007-08-06 ~ Dynamic Enemy Actions (1.1) : 2007-03-01 ~ Dynamic + Add. Enemy Drops (3.0) : 2007-03-01 ~ Game Difficulty (3.0) : 2007-03-01 ~ Game Difficulty (Alt.) (2.01) : 2007-08-02 * System Enhancement (01) ~ Advanced Title Screen (2.0) : 2007-03-01 * Additional System (07) ~ Action Encounters (1.01) : 2007-07-26 ~ Battle Simulator (1.0) : 2007-06-02 ~ Keyword Encyclopedia (1.1) : 2007-03-02 ~ Multiple Languages (2.11) : 2007-08-05 ~ Party Switcher + Extra Parties (1.21) : 2007-08-01 ~ Quick Treasure Chest (2.21) : 2007-08-22 ~ WorldMap Teleporter (2.0) : 2007-02-26 * Mini Games (00) * Battle Enhancement (07) ~ Battle Equipping (1.01) : 2007-08-05 ~ Battle Escaping (1.0) : 2007-07-28 ~ Battle Leaders (1.0) : 2007-05-07 ~ Battle Switching (2.1) : 2007-07-29 ~ Dynamic Defending (1.0) : 2007-07-28 ~ Escaping Cost (1.01) : 2007-08-01 ~ Battle Command Memory (1.01) : 2007-08-05 * Battle Systems (00) * SDK Conversions (00) * Mini Systems & Request (02) ~ Draw HP/SP/Exp Percents (1.0) : 2007-07-27 ~ On Map Party Cycler (1.0) : 2007-06-15 #============================================================================== D) Scripts to be Updated / Finished SCRIPT NAME (VERSION) : DATE UPDATED ~ Action Battlers (1.1) : 2006-10-24 ~ Character Holograms (1.01) : 2006-10-23 ~ Crafting System (1.1) : 2006-10-17 ~ Dodger Mini-Game (1.9) : 2007-04-05 ~ Dynamic Banking System (1.0) : 2005-11-12 ~ Dynamic Currencies (1.01) : 2006-10-24 ~ Equipment, Item & Skill Reqs (0.9) : 2006-10-30 ~ Equipment Skills (2.01) : 2006-04-13 ~ FFVIII Skill Points (1.0) : 2006-12-01 ~ Gameover to Inn (3.1) : 2006-11-30 ~ Hero Database (1.0) : 2006-02-22 ~ Inn & Savepoint System (2.0) : 2006-10-19 ~ Introduction & Splash System (4.0) : 2006-12-06 ~ Item Inventory (1.0) : 2005-12-03 ~ Map Effects (2.0) : 2006-03-04 ~ Path Finding (1.0) : 2005-11-29 ~ Shift Puzzles (2.0) : 2006-07-28 ~ Skill Shop (1.0) : 2006-04-06 ~ Skill & Item Sorting (0.9) : 2006-08-06 ~ Star Ocean Battle Arena (1.0) : 2005-12-22 ~ Storage Box System (1.0) : 2006-04-16 ~ Sudoku Puzzles (1.0) : 2006-08-06 ~ Tilemap (Extra Autotiles) (1.1) : 2007-06-03 ~ Vehicle System (1.0) : 2006-04-12 ~ Weapon Specials (1.0) : 2006-11-04 ~ Goldenshadow : Adv. Fishing (1.8) : 2005-07-29 ~ Ccoa : Minecart Mayhem (1.0) : 2005-07-30 ~ Skill Mana System - Restore Options ~ Zelda Title System And MUCH MUCH MORE! GO ME! #============================================================================== E) Possible Future Releases =end #========================================================================= this is the script i'm using, could you maybe tell me why it also doesn't let me use any type of summoning method? Share this post Link to post Share on other sites
Kiriashi 117 Report post Posted August 31, 2011 Did you cut out something from the top? There should be a title and stuff. : \ Share this post Link to post Share on other sites
Arushu 0 Report post Posted September 1, 2011 no there isnt anything at the top, just noticed that. it should be the green coloured text right? none of that there, but the side view battle works fine (apart from no summoning method has worked) Share this post Link to post Share on other sites