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Bigace360

[Question/Request] RPG::Sprite Module

Question

Has anyone seen this, I can't seem to extract it from RMVX unlike in RMXP where it's visible. For some reason Enterbrain has made it invisible this time in the RMVX help files and I need it so I can finish the conversion from VX to XP. I checked the search engines (google/bing), but they keep give me image sprites instead of the sprite class.

Edited by bigace

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RPG::Sprite does not exist in RPG Maker VX. Instead, RPG::Sprite's functionality was replaced with the Sprite_* classes (primarily Sprite_Base) in the default scripts.

 

Even then, I believe a lot of RPG::Sprite's functionality disappeared in the move from XP -> VX

 

(mind you, it wouldn't be hard to copy RPG::Sprite's code into VX and use it there *hint hint* *nudge nudge* okay, I dunno if that even helps or not xD but I felt like saying it, okay?)

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Well this is the last part I was trying to convert to XP was this line.

 

if TWAVE == true
@sprite.wave_amp = 8
@sprite.wave_length = 240
@sprite.wave_speed = 320
end

 

Well when I look for wave_amp, wave_length, or wave_speed. I find it Spriteset_Battle in def create_battleback. Then when I go to the help file to find any of these waves it takes me to sprite. From that point I have no clue how to translate it to XP since there's no source code. I don't maybe I'm looking in the wrong spot.

Edited by bigace

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Ah, well, those functions are in the Sprite class for RGSS2

 

Those don't have any ruby equivalent source, as they aren't programmed in ruby. Those properties define the parameters for a raster scroll/wave effect. Ruby would be too slow to pull off that kind of graphics processing.

 

EDIT: Basically, you won't get that functionality in RPG Maker XP, unless you plan on using RGSS2 in RMXP and rewriting most of the default classes, unfortunately.

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Okay, I guess I can't finish that Mog Title Menu translation. Oh well request failed dry.png

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:( Are you giving up that easily? Couldn't you just translate every part except the impossible part? Is the wave effect absolutely necessary?

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Oh I translated every part except for that one this morning, here's the source code for both versions:

 

VX

 

#==============================================================================
# MOG VX - Scene Title Screen Miria V2.0
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Tela de Titulo animado
#==============================================================================
# 1 - Crie uma pasta chamada de TITLE (Graphics/Title)
# 2 - Dentro desta pasta devem conter as seguintes imagens
#
# Title			 #Imagem que contem o texto do titulo
# Transition		#Imagem da transição de tela
# Plane1			#Imagem da camada 1
# Plane2			#Imagem da camada 2
# Plane3			#Imagem da camada 3
# Title_Command	 #Imagem do menu seleção NEW GAME
#
#==============================================================================
# Histórico
# v2.0 - Melhor codificação.
#==============================================================================
module MOG_VX01
# Tempo de transição.
TT = 120
#Ativar movimento de Onda no texto do titulo.
# (true = Ativar ou false = Desativar)
TWAVE = true
#Opacidade da imagem camada 1.
TPLANE1_OPA = 255
#Opacidade da imagem camada 2.
TPLANE2_OPA = 200
#Opacidade da imagem camada 3
TPLANE3_OPA = 170
# Velocidade de movimento da camada 1 na horizontal.
TPLANE1_X = 1
# Velocidade de movimento da camada 1 na vertical.
TPLANE1_Y = 0
# Velocidade de movimento da camada 2 na horizontal.
TPLANE2_X = 2
# Velocidade de movimento da camada 2 na vertical.
TPLANE2_Y = 0
# Velocidade de movimento da camada 2 na horizontal.
TPLANE3_X = 4
# Velocidade de movimento da camada 2 na vertical.
TPLANE3_Y = 0
# Posição do comando
COMMAND_POS = [0, 220]
end
#===============================================================================
# ■  Cache
#===============================================================================
module Cache
 def self.title(filename)
load_bitmap("Graphics/Title/", filename)
 end
end
#===============================================================================
# ■  Scene_Title
#===============================================================================
class Scene_Title < Scene_Base
include  MOG_VX01

 #--------------------------------------------------------------------------
 # ● Start
 #--------------------------------------------------------------------------
 def start
  super
  load_database				  
  create_game_objects		  
  check_continue				  
  create_title_graphic			
  create_command_window  
  create_command_sprite
  play_title_music				
 end

 #--------------------------------------------------------------------------
 # ● post_start
 #--------------------------------------------------------------------------
 def post_start
  super
  open_command_window
 end

 #--------------------------------------------------------------------------
 # ● create_title_graphic
 #--------------------------------------------------------------------------  
 def create_title_graphic
  @sprite_title = Sprite.new  
  @sprite_title.bitmap = Cache.title("Title")
  @sprite_title.opacity = 0
  @sprite = Plane.new  
  @sprite.bitmap = Cache.title("Plane1")
  @sprite2 = Plane.new
  @sprite2.bitmap = Cache.title("Plane2")
  @sprite3 = Plane.new  
  @sprite3.bitmap = Cache.title("Plane3")
  @sprite.opacity = TPLANE1_OPA
  @sprite2.opacity = TPLANE2_OPA  
  @sprite3.opacity = TPLANE3_OPA  
  @sprite.z  = 1
  @sprite2.z = 2
  @sprite3.z = 3
  @sprite_title.z = 5  
  if TWAVE == true
	 @sprite_title.wave_amp = 8
	 @sprite_title.wave_length = 240
	 @sprite_title.wave_speed = 320
  end
 end

 #--------------------------------------------------------------------------
 # ● create_command_sprite
 #--------------------------------------------------------------------------  
 def create_command_sprite
  @com_image = Cache.title("Title_Command")
  @com_bitmap = Bitmap.new(@com_image.width,@com_image.height)
  @com_width = @com_image.width
  @com_height = @com_image.height / 3  
  @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)
  @com_bitmap.blt(0,0, @com_image, @com_src_rect)	  
  @com = Sprite.new
  @com.bitmap = @com_bitmap
  @com.opacity = 0
  @com.x = COMMAND_POS[0]
  @com.y = COMMAND_POS[1]
  @com.z = 4
 end

 #--------------------------------------------------------------------------
 # ● pre_terminate
 #--------------------------------------------------------------------------
 def pre_terminate
  super
  close_command_window
 end

 #--------------------------------------------------------------------------
 # ● perform_transition
 #--------------------------------------------------------------------------  
 def perform_transition
  Graphics.transition(TT , "Graphics/Title/Transition")
 end
 #--------------------------------------------------------------------------
 # ● update
 #--------------------------------------------------------------------------
 def update
  super
  @command_window.update
  update_sprite_command	
  @sprite_title.opacity += 2
  @com.opacity += 2 if @sprite_title.opacity > 150
  @sprite.ox += TPLANE1_X
  @sprite.oy += TPLANE1_Y
  @sprite2.ox += TPLANE2_X
  @sprite2.oy += TPLANE2_Y
  @sprite3.ox += TPLANE3_X
  @sprite3.oy += TPLANE3_Y
  @sprite_title.update if TWAVE == true
  if Input.trigger?(Input::C)
	  case @command_window.index
		  when 0
			command_new_game
		  when 1  
			command_continue
		  when 2  
			command_shutdown
	  end
  end
 end

 #--------------------------------------------------------------------------
 # ● update_sprite_command
 #--------------------------------------------------------------------------  
 def update_sprite_command
  return if @sprite_index == @command_window.index
  @sprite_index = @command_window.index
  @com.bitmap.clear
  @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)
  @com_bitmap.blt(0,0, @com_image, @com_src_rect)		  
 end

 #--------------------------------------------------------------------------
 # ● update_slide
 #--------------------------------------------------------------------------
 def update_slide
  @sprite.ox += TPLANE1_X
  @sprite.oy += TPLANE1_Y
  @sprite2.ox += TPLANE2_X
  @sprite2.oy += TPLANE2_Y
  @sprite3.ox += TPLANE3_X
  @sprite3.oy += TPLANE3_Y
  @sprite_title.update if TWAVE == true  
 end
 #--------------------------------------------------------------------------
 # ● load_database
 #--------------------------------------------------------------------------
 def load_database
  $data_actors		= load_data("Data/Actors.rvdata")
  $data_classes	   = load_data("Data/Classes.rvdata")
  $data_skills		= load_data("Data/Skills.rvdata")
  $data_items		 = load_data("Data/Items.rvdata")
  $data_weapons	   = load_data("Data/Weapons.rvdata")
  $data_armors		= load_data("Data/Armors.rvdata")
  $data_enemies	   = load_data("Data/Enemies.rvdata")
  $data_troops		= load_data("Data/Troops.rvdata")
  $data_states		= load_data("Data/States.rvdata")
  $data_animations	= load_data("Data/Animations.rvdata")
  $data_common_events = load_data("Data/CommonEvents.rvdata")
  $data_system		= load_data("Data/System.rvdata")
  $data_areas		 = load_data("Data/Areas.rvdata")
 end

 #--------------------------------------------------------------------------
 # ● load_bt_database
 #--------------------------------------------------------------------------
 def load_bt_database
  $data_actors		= load_data("Data/BT_Actors.rvdata")
  $data_classes	   = load_data("Data/BT_Classes.rvdata")
  $data_skills		= load_data("Data/BT_Skills.rvdata")
  $data_items		 = load_data("Data/BT_Items.rvdata")
  $data_weapons	   = load_data("Data/BT_Weapons.rvdata")
  $data_armors		= load_data("Data/BT_Armors.rvdata")
  $data_enemies	   = load_data("Data/BT_Enemies.rvdata")
  $data_troops		= load_data("Data/BT_Troops.rvdata")
  $data_states		= load_data("Data/BT_States.rvdata")
  $data_animations	= load_data("Data/BT_Animations.rvdata")
  $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
  $data_system		= load_data("Data/BT_System.rvdata")
 end

 #--------------------------------------------------------------------------
 # ● create_game_objects
 #--------------------------------------------------------------------------
 def create_game_objects
  $game_temp		  = Game_Temp.new
  $game_message	   = Game_Message.new
  $game_system		= Game_System.new
  $game_switches	  = Game_Switches.new
  $game_variables	 = Game_Variables.new
  $game_self_switches = Game_SelfSwitches.new
  $game_actors		= Game_Actors.new
  $game_party		 = Game_Party.new
  $game_troop		 = Game_Troop.new
  $game_map		   = Game_Map.new
  $game_player		= Game_Player.new
 end

 #--------------------------------------------------------------------------
 # ● check_continue
 #--------------------------------------------------------------------------
 def check_continue
  @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
 end

 #--------------------------------------------------------------------------
 # ● dispose_title_graphic
 #--------------------------------------------------------------------------
 def dispose_title_graphic
  @sprite.bitmap.dispose
  @sprite2.bitmap.dispose
  @sprite3.bitmap.dispose  
  @com.bitmap.dispose  
  @sprite_title.bitmap.dispose
  @sprite.dispose
  @sprite2.dispose
  @sprite3.dispose
  @com.dispose	
  @sprite_title.dispose
 end
 #--------------------------------------------------------------------------
 # ● create_command_window
 #--------------------------------------------------------------------------  
 def create_command_window
  s1 = Vocab::new_game
  s2 = Vocab::continue
  s3 = Vocab::shutdown
  @command_window = Window_Command.new(172, [s1, s2, s3])
  @command_window.opacity = 0
  @command_window.contents_opacity = 0
  if @continue_enabled				
	 @command_window.index = 1			
  else							  
	 @command_window.draw_item(1, false)  
  end
 end

 #--------------------------------------------------------------------------
 # ● title_fade
 #--------------------------------------------------------------------------  
 def title_fade
  if TWAVE == true  
	  @sprite_title.wave_amp = 34
	  @sprite_title.wave_length =120
	  @sprite_title.wave_speed = 800
  end  
  for i in 0..120
	  @sprite_title.opacity -= 3  
	  @sprite_title.update if TWAVE == true  
	  @com.opacity -= 3
	  case @command_window.index
	  when 0  
		   @sprite.zoom_x += 0.01
		   @sprite.zoom_y += 0.01  
		   @sprite2.zoom_x += 0.01
		   @sprite2.zoom_y += 0.01	  
		   @sprite3.zoom_x += 0.01
		   @sprite3.zoom_y += 0.01	  
		   @sprite.ox += 2
		   @sprite.oy += 2
		   @sprite2.ox += 2
		   @sprite2.oy += 2
		   @sprite3.ox += 2
		   @sprite3.oy += 2  
	 end
	 update_slide
	 Graphics.update
  end		
 end

 #--------------------------------------------------------------------------
 # ● dispose_command_window
 #--------------------------------------------------------------------------  
 def dispose_command_window
  @command_window.dispose
 end
 #--------------------------------------------------------------------------
 # ● open_command_window
 #--------------------------------------------------------------------------  
 def open_command_window
  @command_window.open
  begin
	  @command_window.update
	  Graphics.update
  end until @command_window.openness == 255
 end

 #--------------------------------------------------------------------------
 # ● close_command_window
 #--------------------------------------------------------------------------  
 def close_command_window
  @command_window.close
  begin
	  @command_window.update
	  Graphics.update
  end until @command_window.openness == 0
 end
 #--------------------------------------------------------------------------
 # ● play_title_music
 #--------------------------------------------------------------------------  
 def play_title_music
  $data_system.title_bgm.play
  RPG::BGS.stop
  RPG::ME.stop
 end

 #--------------------------------------------------------------------------
 # ● confirm_player_location
 #--------------------------------------------------------------------------  
 def confirm_player_location
  if $data_system.start_map_id == 0
	  print "プレイヤーの初期位置が設定されていません。"
	  exit
  end
 end
 #--------------------------------------------------------------------------
 # ● command_new_game
 #--------------------------------------------------------------------------  
 def command_new_game
  confirm_player_location
  Sound.play_decision
  title_fade
  $game_party.setup_starting_members	  
  $game_map.setup($data_system.start_map_id)  
  $game_player.moveto($data_system.start_x, $data_system.start_y)
  $game_player.refresh
  $scene = Scene_Map.new
  RPG::BGM.fade(1500)
  close_command_window
  Graphics.fadeout(60)
  Graphics.wait(40)
  Graphics.frame_count = 0
  RPG::BGM.stop
  $game_map.autoplay
 end

 #--------------------------------------------------------------------------
 # ● command_continue
 #--------------------------------------------------------------------------  
 def command_continue
  if @continue_enabled
	  Sound.play_decision
	  title_fade
	  $scene = Scene_File.new(false, true, false)
  else
	  Sound.play_buzzer
  end
 end

 #--------------------------------------------------------------------------
 # ● command_shutdown  
 #--------------------------------------------------------------------------  
 def command_shutdown  
  Sound.play_decision
  title_fade
  RPG::BGM.fade(800)
  RPG::BGS.fade(800)
  RPG::ME.fade(800)
  $scene = nil
 end

 #--------------------------------------------------------------------------
 # ● battle_test
 #--------------------------------------------------------------------------  
 def battle_test
  load_bt_database			
  create_game_objects		
  Graphics.frame_count = 0		
  $game_party.setup_battle_test_members
  $game_troop.setup($data_system.test_troop_id)
  $game_troop.can_escape = true
  $game_system.battle_bgm.play
  snapshot_for_background
  $scene = Scene_Battle.new
 end
end
$mog_rgssvx_title_screen_miria = true

 

 

 

XP

 

#==============================================================================
# MOG VX - Scene Title Screen Miria V1.0
# Translated to English and XP by Bigace360
#==============================================================================
# Animated Title Screen
#==============================================================================
# 1 - Create a folder called TITLE (Graphics / Title)
# 2 - Inside this folder should contain the following images
#
# Title		 # Image containing the text of the title
# Transition	# Image screen transition
# Plane1		# Image Layer 1
# Plane2		# Image for Layer 2
# Plane3		# Picture Layer 3
# Title_Command # Image menu select NEW GAME
#
#==============================================================================
module MOG_XP
# Time of transition.
TT = 120
# Enable Wave movement in the text of the title.
# (True = false = Enable or Disable)
TWAVE = true
# Opacity of an image layer.
TPLANE1_OPA = 255
# Opacity of the image layer 2.
TPLANE2_OPA = 200
# Opacity of the image layer 3
TPLANE3_OPA = 170
# Speed ​​of movement of a horizontal layer.
TPLANE1_X = 1
# Speed ​​of movement of the first vertical layer.
TPLANE1_Y = 0
# Speed ​​of movement of the second horizontal layer.
TPLANE2_X = 2
# Speed ​​of movement of the second vertical layer.
TPLANE2_Y = 0
# Speed ​​of movement of the second horizontal layer.
TPLANE3_X = 4
# Speed ​​of movement of the second vertical layer.
TPLANE3_Y = 0
# Position command
COMMAND_POS = [0, 220]
end
class Scene_Title
include MOG_XP
def main
 battle_test if $BTEST
 $data_actors		= load_data("Data/Actors.rxdata")
 $data_classes	   = load_data("Data/Classes.rxdata")
 $data_skills		= load_data("Data/Skills.rxdata")
 $data_items		 = load_data("Data/Items.rxdata")
 $data_weapons	   = load_data("Data/Weapons.rxdata")
 $data_armors		= load_data("Data/Armors.rxdata")
 $data_enemies	   = load_data("Data/Enemies.rxdata")
 $data_troops		= load_data("Data/Troops.rxdata")
 $data_states		= load_data("Data/States.rxdata")
 $data_animations	= load_data("Data/Animations.rxdata")
 $data_tilesets	  = load_data("Data/Tilesets.rxdata")
 $data_common_events = load_data("Data/CommonEvents.rxdata")
 $data_system		= load_data("Data/System.rxdata")  
 $game_system = Game_System.new
 @sprite = Sprite.new
 @sprite.bitmap = RPG::Cache.title("Title")
 @sprite.opacity = 0
 @sprite1 = Plane.new  
 @sprite1.bitmap = RPG::Cache.title("Plane1")
 @sprite2 = Plane.new
 @sprite2.bitmap = RPG::Cache.title("Plane2")
 @sprite3 = Plane.new  
 @sprite3.bitmap = RPG::Cache.title("Plane3")
 @sprite1.opacity = TPLANE1_OPA
 @sprite2.opacity = TPLANE2_OPA  
 @sprite3.opacity = TPLANE3_OPA
 @sprite.z = 5  
 @sprite1.z = 1
 @sprite2.z = 2
 @sprite3.z = 3
 @sprite.wave_amp, @sprite.wave_length, @sprite.wave_speed = 8, 240, 320 if TWAVE == true
 s1 = "New Game"
 s2 = "Continue"
 s3 = "Shutdown"
 @command_window = Window_Command.new(192, [s1, s2, s3])
 @command_window.opacity = 0
 @command_window.contents_opacity = 0
 for i in 0..3
  @continue_enabled = true if FileTest.exist?("Save#{i+1}.rxdata")
 end				  
 @command_window.index = 1 if @continue_enabled
 @command_window.disable_item(1) unless @continue_enabled
 @com_image = RPG::Cache.title("Title_Command")
 @com_bitmap = Bitmap.new(@com_image.width,@com_image.height)
 @com_width = @com_image.width
 @com_height = @com_image.height / 3  
 @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)
 @com_bitmap.blt(0,0, @com_image, @com_src_rect)	  
 @com = Sprite.new
 @com.bitmap = @com_bitmap
 @com.opacity = 0
 @com.x = COMMAND_POS[0]
 @com.y = COMMAND_POS[1]
 @com.z = 4
 @windows = [@command_window, @sprite1.bitmap, @sprite2.bitmap, @sprite3.bitmap,
 @com.bitmap, @sprite.bitmap, @sprite1, @sprite2, @sprite3, @com, @sprite]
 $game_system.bgm_play($data_system.title_bgm)
 Audio.me_stop
 Audio.bgs_stop
 Graphics.transition(10, "Graphics/Titles/Transition")
 loop {Graphics.update; Input.update; update; break if $scene != self}
 @windows.each {|win| win.dispose}
end
def update
 @command_window.update
 return if @sprite_index == @command_window.index
 @sprite_index = @command_window.index
 @com.bitmap.clear
 @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)
 @com_bitmap.blt(0,0, @com_image, @com_src_rect)	
 @sprite.opacity += 2
 @com.opacity += 2 if @sprite.opacity > 150
 @sprite1.ox += TPLANE1_X
 @sprite1.oy += TPLANE1_Y
 @sprite2.ox += TPLANE2_X
 @sprite2.oy += TPLANE2_Y
 @sprite3.ox += TPLANE3_X
 @sprite3.oy += TPLANE3_Y
 @sprite.update if TWAVE == true
 if Input.trigger?(Input::C)
  case @command_window.index
  when 0 then command_new_game
  when 1 then command_continue
  when 2 then command_shutdown
  end
 end
end
def create_game_objects
 $game_temp		  = Game_Temp.new
 $game_message	   = Game_Message.new
 $game_system		= Game_System.new
 $game_switches	  = Game_Switches.new
 $game_variables	 = Game_Variables.new
 $game_self_switches = Game_SelfSwitches.new
 $game_actors		= Game_Actors.new
 $game_party		 = Game_Party.new
 $game_troop		 = Game_Troop.new
 $game_map		   = Game_Map.new
 $game_player		= Game_Player.new
end
def title_fade
 @sprite.wave_amp,@sprite.wave_length,@sprite.wave_speed=34,120,800 if TWAVE == true
 for i in 0..120
  @sprite.opacity -= 3  
  @sprite.update if TWAVE == true  
  @com.opacity -= 3
  case @command_window.index
  when 0  
@sprite1.zoom_x += 0.01
@sprite1.zoom_y += 0.01  
@sprite2.zoom_x += 0.01
@sprite2.zoom_y += 0.01	  
@sprite3.zoom_x += 0.01
@sprite3.zoom_y += 0.01	  
@sprite1.ox += 2
@sprite1.oy += 2
@sprite2.ox += 2
@sprite2.oy += 2
@sprite3.ox += 2
@sprite3.oy += 2  
  end
  @sprite1.ox += TPLANE1_X
  @sprite1.oy += TPLANE1_Y
  @sprite2.ox += TPLANE2_X
  @sprite2.oy += TPLANE2_Y
  @sprite3.ox += TPLANE3_X
  @sprite3.oy += TPLANE3_Y
  @sprite.update if TWAVE == true
  Graphics.update
 end		
end
def command_new_game
 if $data_system.start_map_id == 0
  print "Player start location not set."
  exit
 end
 $game_system.se_play($data_system.decision_se)
 Audio.bgm_stop
 title_fade
 Graphics.frame_count = 0
 create_game_objects
 $game_party.setup_starting_members	  
 $game_map.setup($data_system.start_map_id)  
 $game_player.moveto($data_system.start_x, $data_system.start_y)
 $game_player.refresh
 $game_map.autoplay
 $game_map.update
 $scene = Scene_Map.new
end
def command_continue
 if @continue_enabled
  $game_system.se_play($data_system.decision_se)
  title_fade
  $scene = Scene_Load.new
 else
  $game_system.se_play($data_system.buzzer_se)
 end
end
def command_shutdown  
 $game_system.se_play($data_system.decision_se)
 title_fade
 Audio.bgm_fade(800)
 Audio.bgs_fade(800)
 Audio.me_fade(800)
 $scene = nil
end
def battle_test
 $data_actors		= load_data("Data/BT_Actors.rvdata")
 $data_classes	   = load_data("Data/BT_Classes.rvdata")
 $data_skills		= load_data("Data/BT_Skills.rvdata")
 $data_items		 = load_data("Data/BT_Items.rvdata")
 $data_weapons	   = load_data("Data/BT_Weapons.rvdata")
 $data_armors		= load_data("Data/BT_Armors.rvdata")
 $data_enemies	   = load_data("Data/BT_Enemies.rvdata")
 $data_troops		= load_data("Data/BT_Troops.rvdata")
 $data_states		= load_data("Data/BT_States.rvdata")
 $data_animations	= load_data("Data/BT_Animations.rvdata")
 $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
 $data_system		= load_data("Data/BT_System.rvdata")
 Graphics.frame_count = 0			
 create_game_objects		
 $game_party.setup_battle_test_members
 $game_temp.battle_troop_id = $data_system.test_troop_id
 $game_troop.can_escape = true
 $game_map.battleback_name = $data_system.battleback_name
 $game_system.se_play($data_system.battle_start_se)
 $game_system.bgm_play($game_system.battle_bgm)
 $scene = Scene_Battle.new
end
end

 

 

Where I'm having the problem at is line 79 and 150, also since the wave function doesn't exist in RGSS, instead of just a normal transition the game requires you to continue to click enter for every thing to move. It's a very wierd.

Edited by bigace

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