RMMV Battle Scenes

Started by Kiwa, December 07, 2015, 08:48:44 am

Previous topic - Next topic

Kiwa

December 07, 2015, 08:48:44 am Last Edit: December 08, 2015, 12:16:36 am by Kiwa
Hey friends,

Today I worked really hard to produce a simple script.
I was so happy to finally make something so that I too can contribute to the forum.
I've been working on this all day. Literally all day. more than 8 hours.

I used another script as a guide to help me.
But my script won't work.

I am disappoint....
All I wanted to do was flip the battle windows (for now).
But I can't seem to get it.

Can anyone offer some advice?
Spoiler: ShowHide


/*********************************************************************
* Kiwa's Custom Battle Windows                                      *
* KiwasCustomBattleWindows.js                                       *
* Version 1.0                                                       *
*********************************************************************/
/*:
  *@plugindesc Changes the Combat Menu position.
  *@author Kiwa
  *@version 1.0
**********************************************************************/



// This command runs the Function automatically without being called.
(function() {
/***************************************************************************
* We are going to overwrite methods that have inharitade from object to   *
* object. The order of the inharitance is as follows:                     *
*                                                                         *
* Window.js < Window_Base.js < Window_Selectable.js < Window_SkillList.js *
* < Window_BattleSkill.js                                                 *
*                                                                         *
* These methods already exist. RPG maker will run them before running     *
* the plugins. By typing them again they will overwrite the old methods   *
***************************************************************************/

//=======================Battle Status Window Size==============================

  // Window Width
  Window_BattleStatus.prototype.windowWidth = function() {
    return  624;
  };

// Window Height
  Window_BattleStatus.prototype.windowHeight = function() {
  return this.fittingHeight(this.numVisibleRows());
  };

//==========================Enemy Select Window Size.===========================

  // Window Width
  Window_BattleEnemy.prototype.windowWidth = function() {
  return 624;
  };

  // Window Height
  Window_BattleEnemy.protorype.windowHeight = function() {
  return this.fittingHeight(this.numVisibleRows());
  };
//============================Party Command List================================

  // Window Width
  Window_PartyCommand.prototype.windowWidth = function() {
      return 192;
  };
  Window_PartyCommand.prototype.numVisibleRows = function() {
    return 4;
  }

//==========================Player Command Window===============================

  // Window Width
  Window_ActorCommand.prototype.windowWidth = function() {
    return 192;
  };

  // Visible Selectable Command Rows
  Window_ActorCommand.prototype.numVisibleRows = function() {
    return 4;
  };


//======================Battle Status Window Position=========================

  // Refreshes the window.
  Scene_Battle.prototype.updateWindowPositions = function() {
      this._statusWindow.x = 0;//624;
      this._statusWindow.y = 0; //180;
      this._statusWindow.opacity          = 255;
      this._statusWindow.contents.fontSize = 28;
  };

//==================Create the Player's action select window===================

  // Creates the Actor's window.
  Scene_Battle.prototype.createActorWindow = function() {
    this._actorWindow = new Window_BattleActor(0, this._statusWindow.y);
    this._actorWindow.contents.fontSize = 28;
    this._actorWindow.opacity           = 255;
    this._actorWindow.setHandler('ok',     this.onActorOk.bind(this));
    this._actorWindow.setHandler('cancel', this.onActorCancel.bind(this));
    this.addWindow(this._actorWindow);
  };

//==================The party's Command window position========================

  Scene_Battle.prototype.createPartyCommandWindow = function() {
    this._partyCommandWindow = new Window_PartyCommand();
    this._partyCommandWindow.contents.fontSize = 28
    this._partyCommandWindow.x                 = 0;
    this._partyCommandWindow.y                 = 0;
    this._partyCommandWindow.opacity           = 255;
    this._partyCommandWindow.setHandler('fight',  this.commandFight.bind(this));
    this._partyCommandWindow.setHandler('escape', this.commandEscape.bind(this));
    this._partyCommandWindow.deselect();
    this.addWindow(this._partyCommandWindow);
  };

//=====================The Actor's Command window position=====================

  Scene_Battle.prototype.createActorCommandWindow = function() {
    this._actorCommandWindow = new Window_ActorCommand();
    this._actorCommandWindow.x                = 0;
    this._actorCommandWindow.y                = 0;
    this._actorCommandWindow.opacity          = 255;
    this._actorCommandWindow.comtent.fontSize = 28;
    this._actorCommandWindow.setHandler('attack', this.commandAttack.bind(this));
    this._actorCommandWindow.setHandler('skill',  this.commandSkill.bind(this));
    this._actorCommandWindow.setHandler('guard',  this.commandGuard.bind(this));
    this._actorCommandWindow.setHandler('item',   this.commandItem.bind(this));
    this._actorCommandWindow.setHandler('cancel', this.selectPreviousCommand.bind(this));
    this.addWindow(this._actorCommandWindow);
  };

//=================Creates the Enemie choice window Position===================

  Scene_Battle.prototype.createEnemyWindow = function() {
    this._enemyWindow  = new Window_BattleEnemy(0, this._statusWindow.y);
    this._enemyWindow.content.fontSize = 28;
    this._enemyWindow.Opacity          = 255;
    this._enemyWindow.setHandler('ok',     this.onEnemyOk.bind(this));
    this._enemyWindow.setHandler('cancel', this.onEnemyCancel.bind(this));
    this.addWindow(this._enemyWindow);

  };

//=========================The Skill window position===========================

  Scene_Battle.prototype.createSkillWindow = function() {
    this._skillWindow = new Window_BattleSkill(192, 0, 180, 624); // (x, y, h, w)
    this._skillWindow.content.fontSize = 28;
    this._skillWindow.opacity          = 255;
    this._skillWindow.setHelpWindow(this._helpWindow);
    this._skillWindow.setHandler('ok',     this.onSkillOk.bind(this));
    this._skillWindow.setHandler('cancel', this.onSkillCancel.bind(this));
    this.addWindow(this._skillWindow);

  };

//===================The Item window size and position=========================
  Scene_Battle.prototype.createItemWindow = function() {
    this._itemWindow = new Window_BattleItem(192, 0, 180, 624); //(x, y, h, w)
    this._itemWindow.content.fontSize = 28;
    this._itemWindow.opacity          = 255;
    this._itemWindow.setHelpWindow(this._helpWindow);
    this._itemWindow.setHandler('ok',     this.onItemOk.bind(this));
    this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
    this.addWindow(this._itemWindow);
  };

//=======================Create the Help window================================
  Scene_Battle.prototype.createHelpWindow = function(){
    this._helpWindow = new Window_Help();
    this._helpWindow.x                = 0;
    this._helpWindow.y                = 0;
    this._helpWindow.height           = 100;
    this._helpWindow.width            = 816;
    this._helpWindow.opacity          = 255;
    this._helpWindow.content.fontSize = 28;
    this._helpWindow.visible          = false;
    this.addWindow(this._helpWindow);
  };

//=====================Log window Position and size============================
  Scene_Battle.prototype.createLogWindow = function() {
    this._logWindow = new Window_BattleLog();
    this._logWindow.x                = 0;
    this._logWindow.y                = 444;
    this._logWindow.height           = 100;
    this._logWindow.width            = 816;
    this._logWindow.content.fontSize = 28;
    this._logWindow.Opacity          = 255;
    //this._logWindow.Visible          = false;
    this.addwindow(this._logWindow);
  };

//==================Finish the opening automatic Function================
})();




For now I wanted to flip the screen so that the Status and commands are at the top and the log is at the bottom.
Eventually changing everything to Variables so that I can set up 4 or so default designs.

Any help would be appreciated.
Thanks fellas.

************************EDIT*************************

As of now I've got it working as intended. I discovered the debug f8 key and solved my issues almost immediately.
I had an extra close bracket and I spelled a .prototype wrong.

I'm trying to add a few extra things. But I'm excited to finally contribute something (even small) to the forum :D

I'll Hopefully post it up a bit later today. got some stuff to do before I can finish it.

Thanks Friends.