[XP] Asan'Tear Battle System

Started by Ryex, June 20, 2009, 09:02:05 pm

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Ryex

June 20, 2009, 09:02:05 pm Last Edit: December 30, 2009, 06:00:54 pm by Ryexander
Asan'Tear Battle System
Authors: Ryex
Version: 1.26
Type: Front View Battle System
Key Term: Custom Battle System



Introduction

This script modifies the default battle system to provide better aesthetics and a more flowing feel in the UI.



Features


  • New lay out for the DBS
  • Easy to use battler animation for actors and enemies (now included death images)
  • Animated windows
  • New status bar with Hp/Sp bars




Screenshots

Spoiler: ShowHide








Video

http://www.youtube.com/watch?v=Sz7Pjv_K0Gs

please note:
Quote from: Quote from: Ryexander on June 20, 2009, 04:40:58 PM
the idle is just a demonstration of frames I just drew the text over the battler in photo shop. your frames could be anything from ready stance to a sword flourish, the same for the attack, skill, item, and defend. you don't have to use the text stuff its just a demonstration that you can have animated battlers for each pose. if you don't put the images in the battlers folder they wont show, the idle and attack stuff is text I drew over the battlers in photo shop then put in as separate frames to the battler

YOU DO NOT HAVE TO USE THE "BLINKING TEXT" THAT IS DISPLAYED OVER THE BATTLERS IN THIS VIDEO IT IS ONLY A DEMONSTRATION OF THE ANIMATION SYSTEM!



Demo

Media Fire (now updated for latest version)



Script

http://docs.google.com/View?id=dgb5wg25_6mxsgg9dx



Plug-ins

If you are using CRLS
Place CRLS below AnTBS and this plugin below both
CRLS Plugin: ShowHide


#=============================================================================
#
# ** AnTBS/CRLS Bridge/Plugin
#
#-----------------------------------------------------------------------------
#
# By Ryex
# V 1.1
#
#-----------------------------------------------------------------------------
#
# Features
#
#  * New lay out for the DBS
#  * Easy to use battler animation for actors and enemies
#  * Animated windows
#  * New staus bar with Hp/Sp bars
#
#-----------------------------------------------------------------------------
#
# Instructions
#
# Place in a new script above main but below both AnTBS AND CRLS
# note that CRLS should be below AnTBS
#
#=============================================================================


if $crls == nil
 p "The AnTBS-CRLS Brige/Plugin is installed but CRLS is not. Install CRLS."
end

 
class Sprite
 #----------------------------------------------------------------------------
 # draw_actor_sr
 #  actor - the actor
 #  x     - x-coordinate
 #  y     - y-coordinate
 #  width - maximal allowed width
 #  This method draws the SR attribute.
 #----------------------------------------------------------------------------
 def draw_actor_sr_shaded(actor, x, y, w = 144)
   w = 120 if !$scene.is_a?(Scene_Menu) && !BlizzCFG::RTAB_ACTIVE
   self.bitmap.font.color = Color.new(0, 0, 0, 255)
   self.bitmap.draw_text(x-1, y-16-1, w, 64, BlizzCFG::SR_NAME)
   self.bitmap.draw_text(x+1, y-16-1, w, 64, BlizzCFG::SR_NAME)
   self.bitmap.draw_text(x-1, y-16+1, w, 64, BlizzCFG::SR_NAME)
   self.bitmap.draw_text(x+1, y-16+1, w, 64, BlizzCFG::SR_NAME)
   self.bitmap.draw_text(x-1, y-1, w, 32, actor.sr_text, 2)
   self.bitmap.draw_text(x+1, y-1, w, 32, actor.sr_text, 2)
   self.bitmap.draw_text(x-1, y+1, w, 32, actor.sr_text, 2)
   self.bitmap.draw_text(x+1, y+1, w, 32, actor.sr_text, 2)
   self.bitmap.font.color = system_color
   self.bitmap.draw_text(x, y-16, w, 64, BlizzCFG::SR_NAME)
   self.bitmap.font.color = normal_color
   self.bitmap.draw_text(x, y, w, 32, actor.sr_text, 2)
 end
 #----------------------------------------------------------------------------
 # draw_actor_sr_with_bar
 #  actor - the actor
 #  x     - x-coordinate
 #  y     - y-coordinate
 #  width - maximal allowed width
 #  This method draws the bar of the SR attribute.
 #----------------------------------------------------------------------------
 def draw_actor_sr_with_bar(actor, x, y, w = 148)
   rate = actor.sr.to_f / 1000
   # SR bar colors
   c = Color.new(130, 0, 130)
   self.bitmap.draw_bar_ryex(x, y + 10, w, 12, rate, c)
   # draw the text
   if $scene.is_a?(Scene_Battle)
     draw_actor_sr_shaded(actor, x, y, w)
   else
     draw_actor_sr_shaded(actor, x, y)
   end
 end
end


class Sprite_BattleStatus_Ryex_AnTeBS < RPG::Sprite
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(x, y, actor_id, recreate_flag = false)
   super(nil)
   self.x = x
   self.y = y
   self.y -= 14 unless recreate_flag
   self.bitmap = Bitmap.new(150, 88)
   @level_up_flag = false
   @actor = $game_party.actors[actor_id]
   @box_number = actor_id
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.bitmap.clear
   draw_background
   self.bitmap.font.name, self.bitmap.font.size = RyexCFG::BATTLE_NAMES_FONT, 22
   self.bitmap.font.italic, self.bitmap.font.bold = true, true
   draw_actor_name(@actor, 15, 0)
   self.bitmap.font.italic, self.bitmap.font.bold = false, false
   self.bitmap.font.name, self.bitmap.font.size = RyexCFG::BATTLE_HP_SP_FONT, 20
   draw_actor_hp_bar_ryex(15, 24, 120, @actor)
   draw_actor_hp_Ryex(@actor, 15, 14, 120)
   draw_actor_sp_bar_ryex(15, 38, 120, @actor)
   draw_actor_sp_Ryex(@actor, 15, 28, 120)
   # if using SR
   if BlizzCFG::DRAW_SR && BlizzCFG::SR_ENABLED.include?(@actor.id)
     draw_actor_sr_with_bar(@actor, 15, 42, 120)
   end
   if @level_up_flag
     self.bitmap.font.color = normal_color
     self.bitmap.draw_text(15, 56, 120, 32, 'LEVEL UP!')
   else
     draw_actor_state(@actor, 15, 56)
   end
   self.bitmap.font.name, self.bitmap.font.size = 'Arial', 22
 end
 #--------------------------------------------------------------------------
 # * Draw Background
 #--------------------------------------------------------------------------
 def draw_background
   back_color = Color.new(75, 75, 75)
   88.times do |i|
     bcr = back_color.red * i / 88
     bcg = back_color.green * i / 88
     bcb = back_color.blue * i / 88
     self.bitmap.fill_rect(0, 88 - i - 1, 150, 1, Color.new(bcr, bcg, bcb, 200))
   end
   case @box_number
   when 0
     self.bitmap.fill_rect(0, 0, 1, 88, Color.new(0, 0, 0, 200))
   when ($game_party.actors.size - 1)
     self.bitmap.fill_rect(149, 0, 1, 88, Color.new(0, 0, 0, 200))
   end
   self.bitmap.fill_rect(0, 0, 150, 1, Color.new(0, 0, 0, 200))
   self.bitmap.fill_rect(0, 87, 150, 1, Color.new(0, 0, 0, 200))
 end
end

#==============================================================================
# Window_HCommand_WI_Battle
#------------------------------------------------------------------------------
#  This class was modified to support the slide-from-the-right feature for
#  CDS, SRS and SLS.
#==============================================================================

class Window_HCommand_WI_Battle < Window_Selectable
 
 attr_accessor :commands
 attr_reader   :actor
 #----------------------------------------------------------------------------
 # override initialize
 #----------------------------------------------------------------------------
 alias initialize_crls_later initialize
 def initialize(width, commands)
   initialize_crls_later(width, commands)
   @commands2 = [@commands[0][1], BlizzCFG::SRS_NAME, BlizzCFG::CDS_NAME]
 end
 #----------------------------------------------------------------------------
 # set_player_command
 #  new_actor - the new actor
 #  This method updates the actor in the window and all connected displays and
 #  data.
 #----------------------------------------------------------------------------
 def set_player_command(new_actor)
   # if old actor exists and command is limit
   if @actor != nil && @commands[0][1] == @actor.limit_name
     # put back old command
     @commands[0][1] = @commands2[0]
   end
   # set command to new actor's command
   @commands2[0] = new_actor.limit_name
   # store actor
   @actor = new_actor
   refresh
 end
 #----------------------------------------------------------------------------
 # swap_commands
 #  index - at which position
 #  This method changes the command in the window.
 #----------------------------------------------------------------------------
 def swap_commands(index)
   @commands[index][1], @commands2[index] = @commands2[index], @commands[index][1]
   refresh
 end
 #----------------------------------------------------------------------------
 # override refresh
 #  This method was completely modified to support the faster animated cursor
 #  and the moving animation.
 #----------------------------------------------------------------------------
 alias refresh_crls_later refresh
 def refresh
   # fotn fix
   if $fontface != nil
     self.contents.font.name = $fontface
     self.contents.font.size = $fontsize
   elsif $defaultfonttype != nil
     self.contents.font.name = $defaultfonttype
     self.contents.font.size = $defaultfontsize
   end
   # if actor exists
   if @actor != nil
     # if SLS usable and already command active
     if BlizzCFG::SLS_ACTIVE && BlizzCFG::SL_USERS.include?(@actor.id) &&
         @actor.sl_can_use?
       if self.index != 0 || @commands[0][1] != @actor.limit_name
         # draw the normal command
         self.contents.fill_rect(0, 0, 152, 32, Color.new(0, 0, 0, 0))
         draw_item(0, normal_color)
         # draw arrows
         self.contents.draw_text(-2, 0, 152, 32, '››', 2)
       elsif @commands[0][1] == @actor.limit_name
         # get color
         self.contents.font.color = BlizzCFG::LIMIT_COLOR
         # move the command in 6 steps
         (0..6).each {|j|
             x = self.index * 152
             # remove display
             self.contents.fill_rect(x, 0, 152, 32, Color.new(0, 0, 0, 0))
             rect = Rect.new(x, -36 + j * 6, 152, 32)
             # draw command
             self.contents.draw_text(rect, @commands[0][1], 1)
             Graphics.update}
       end
     else
       self.contents.fill_rect(0, 0, 152, 32, Color.new(0, 0, 0, 0))
       draw_item(0, normal_color)
     end
     # if SRS usable and already command active
     if BlizzCFG::SRS_ACTIVE && BlizzCFG::SR_USERS.include?(@actor.id)
       if self.index != 1 || @commands[1][1] != BlizzCFG::SRS_NAME
         # draw the normal command
         self.contents.fill_rect(152, 0, 152, 32, Color.new(0, 0, 0, 0))
         draw_item(1, normal_color)
         # draw arrows
         self.contents.draw_text(150, 0, 152, 32, '››', 2)
       elsif @commands[1][1] == BlizzCFG::SRS_NAME
         # get color
         self.contents.font.color = BlizzCFG::RAGE_COLOR
         # move the command in 6 steps
         (0..6).each {|j|
             x = self.index * 152
             # remove display
             self.contents.fill_rect(x, 0, 152, 32, Color.new(0, 0, 0, 0))
             rect = Rect.new(x, -36 + j * 6, 152, 32)
             # draw command
             self.contents.draw_text(rect, @commands[1][1], 1)
             Graphics.update}
       end
     else
       self.contents.fill_rect(152, 0, 152, 32, Color.new(0, 0, 0, 0))
       draw_item(1, normal_color)
     end
     # if CDS usable and already command active
     if BlizzCFG::CDS_ACTIVE && BlizzCFG::CD_USERS.include?(@actor.id)
       if self.index != 2 || @commands[2][1] != BlizzCFG::CDS_NAME
         # draw the normal command
         self.contents.fill_rect(152 * 2, 0, 152, 32, Color.new(0, 0, 0, 0))
         draw_item(2, normal_color)
         # draw arrows
         self.contents.draw_text(151 * 2, 0, 152, 32, '››', 2)
       elsif @commands[2][1] == BlizzCFG::CDS_NAME
         # move the command in 6 steps
         (0..6).each {|j|
             x = self.index * 152
             # remove display
             self.contents.fill_rect(x, 0, 152, 32, Color.new(0, 0, 0, 0))
             rect = Rect.new(x, -36 + j * 6, 152, 32)
             # if already CD actor
             if @actor.states.include?(BlizzCFG::CD_ID)
               # show Revert command
               self.contents.font.color = BlizzCFG::REVERT_COLOR
               self.contents.draw_text(rect, BlizzCFG::REVERT_NAME, 1)
             else
               # get color
               if @actor.cd_can_use?
                 self.contents.font.color = BlizzCFG::CHAOS_COLOR
               else
                 self.contents.font.color = disabled_color
               end
               # draw command
               self.contents.draw_text(rect, @commands[2][1], 1)
             end
             Graphics.update}
       end
     else
       self.contents.fill_rect(152 * 2, 0, 152, 32, Color.new(0, 0, 0, 0))
       draw_item(2, normal_color)
     end
   else
     refresh_crls_later
   end
 end
 #----------------------------------------------------------------------------
 # test_limit
 #  This method serves for quick testing if SL is available.
 #----------------------------------------------------------------------------
 def test_limit
   return (@actor != nil && @actor.sl_can_use? && @index == 0)
 end
 #----------------------------------------------------------------------------
 # limit
 #  This method serves for SL name retrieval.
 #----------------------------------------------------------------------------
 def limit
   return (@actor != nil ? @actor.limit_name : '')
 end
 
end

#==============================================================================
# Scene_Battle
#------------------------------------------------------------------------------
#  This class was modified to allow the processing of CDS, SRS and SLS during
#  battle.
#==============================================================================

class Scene_Battle
 #----------------------------------------------------------------------------
 # start_rage_select
 #  This method creates a CD window and sets it active.
 #----------------------------------------------------------------------------
 def start_chaos_select
   # RTAB compatibility
   battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
   # create and set up window
   @chaos_window = Window_ChaosDrive.new(battler)
   @chaos_window.help_window = @help_window
   @chaos_window.z = 300
   @chaos_window.y = 160
   @actor_command_window.active = false
   @actor_command_window.move(@actor_command_window.x, 481)
 end
 #----------------------------------------------------------------------------
 # start_rage_select
 #  This method creates an SR window and sets it active.
 #----------------------------------------------------------------------------
 def start_rage_select
   # RTAB compatibility
   battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
   # create and set up window
   @rage_window = Window_SoulRage.new(battler)
   @rage_window.help_window = @help_window
   @rage_window.z = 300
   @rage_window.y = 160
   @actor_command_window.active = false
   @actor_command_window.move(@actor_command_window.x, 481)
 end
 #----------------------------------------------------------------------------
 # end_rage_select_plus
 #  This method triggers the SR window and the other windows visible.
 #----------------------------------------------------------------------------
 def end_rage_select_plus
   # if SR window exists
   if @rage_window != nil
     if @rage_window.visible
       # set command window to active
       @actor_command_window.active = @actor_command_window.visible = true
       @actor_command_window.move(@actor_command_window.x, 416)
       @help_window.move(@help_window.x, 481)
     else
       # set SR window to active and make visible
       @rage_window.active = @rage_window.visible = true
     end
   end
 end
 #----------------------------------------------------------------------------
 # end_rage_select
 #  This method removes the SR window and returns to the command menu.
 #----------------------------------------------------------------------------
 def end_rage_select
   end_rage_select_plus
   @actor_command_window.swap_commands(1)
   @rage_window.dispose
   @rage_window = nil
   @help_window.move(@help_window.x, 481)
 end
 # end_rage_select_plus
 #  This method triggers the CD window and the other windows visible.
 #----------------------------------------------------------------------------
 def end_chaos_select_plus
   # if SR window exists
   if @chaos_window != nil
     if @chaos_window.visible
       # set command window to active
       @actor_command_window.active = @actor_command_window.visible = true
       @actor_command_window.move(@actor_command_window.x, 416)
       @help_window.move(@help_window.x, 481)
     else
       # set CD window to active and make visible
       @chaos_window.active = @chaos_window.visible = true
     end
   end
 end
 #----------------------------------------------------------------------------
 # end_chaos_select
 #  This method removes the CD window and returns to the command menu.
 #----------------------------------------------------------------------------
 def end_chaos_select
   end_chaos_select_plus
   @actor_command_window.swap_commands(2)
   @chaos_window.dispose
   @chaos_window = nil
   @help_window.move(@help_window.x, 481)
 end
 #----------------------------------------------------------------------------
 # override update_phase3_basic_command
 #  This method was enhanced with advanced selection control of the
 #  slide-from-the-right commands.
 #----------------------------------------------------------------------------
 #alias update_phase3_basic_command_crls_later update_phase3_basic_command
 def update_phase3_basic_command
   # RTAB compatibility
   battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
   # restore commands
   restore_commands(battler)
   # stop if SLS activated
   return if update_sls_input(battler)
   # stop if SRS activated
   return if update_srs_input(battler)
   # stop if CDS activated
   return if update_cds_input(battler)
   # RTAB left pressing limitation
   if !BlizzCFG::RTAB_ACTIVE || !Input.press?(Input::DOWN) && !Input.press?(Input::UP)
     # call original method
     update_phase3_basic_command_crls_later
   end
 end
 #----------------------------------------------------------------------------
 # restore_commands
 #  battler - the currently active battler
 #  Sets up the commands displayed.
 #----------------------------------------------------------------------------
 def restore_commands(battler)
   # if able to use SLS, but not selected
   if BlizzCFG::SLS_ACTIVE && BlizzCFG::SL_USERS.include?(battler.id) &&
       @actor_command_window.index != 0 &&
       @actor_command_window.commands[0][1] == @actor_command_window.limit
     # reset command
     @actor_command_window.swap_commands(0)
     @help_window.set_text('', 1)
     @help_window.move(@help_window.x, 481)
   end
   # if able to use SRS, but not selected
   if BlizzCFG::SRS_ACTIVE && BlizzCFG::SR_USERS.include?(battler.id) &&
       @actor_command_window.index != 1 &&
       @actor_command_window.commands[1][1] == BlizzCFG::SRS_NAME
     # reset command
     @actor_command_window.swap_commands(1)
   end
   # if able to use CDS, but not selected
   if BlizzCFG::CDS_ACTIVE && BlizzCFG::CD_USERS.include?(battler.id) &&
       @actor_command_window.index != 2 &&
       @actor_command_window.commands[2] == BlizzCFG::CDS_NAME
     # reset command
     @actor_command_window.swap_commands(2)
   end
 end
 #----------------------------------------------------------------------------
 # update_sls_input
 #  battler - the currently active battler
 #  Sets up the command window data.
 #----------------------------------------------------------------------------
 def update_sls_input(battler)
   # if able to use SLS
   if BlizzCFG::SLS_ACTIVE && BlizzCFG::SL_USERS.include?(battler.id)
     # if able to use SL and RIGHT is being hold
     if @actor_command_window.test_limit && Input.press?(Input::UP)
       # if command not visible
       if @actor_command_window.commands[0][1] != @actor_command_window.limit
         # make it visible
         $game_system.se_play($data_system.decision_se)
         skill = $data_skills[@actor_command_window.actor.limit_id]
         @help_window.set_text(skill.description, 1)
         @help_window.move(@help_window.x, 352)
         @actor_command_window.swap_commands(0)
       end
       # prevent going crazy when pressing UP or DOWN
       if !Input.press?(Input::RIGHT) && !Input.press?(Input::LEFT)
         @actor_command_window.update
       end
       # RTAB fix
       abort = true
     # if command visible
     elsif @actor_command_window.commands[0][1] == @actor_command_window.limit
       # change back
       $game_system.se_play($data_system.cancel_se)
       @actor_command_window.swap_commands(0)
       @help_window.set_text('', 1)
       @help_window.move(@help_window.x, 481)
     end
     # if command visible and C is being pressed
     if @actor_command_window.commands[0][1] == @actor_command_window.limit &&
         Input.trigger?(Input::C)
       # execute SL use setup
       $game_system.se_play($data_system.decision_se)
       battler.current_action.kind = BlizzCFG::SL_KIND
       battler.current_action.skill_id = @actor_command_window.actor.limit_id
       @skill = $data_skills[battler.current_action.skill_id]
       @help_window.move(@help_window.x, 481)
       # depending on the skill specsifications, allow target selection
       if @skill.scope == 1
         start_enemy_select
         @actor_command_window.swap_commands(0)
       elsif [3, 5].include?(@skill.scope)
         start_actor_select
         @actor_command_window.swap_commands(0)
       else
         @actor_command_window.swap_commands(0)
         phase3_next_actor
       end
       return true
     end
     # abort if RTAB to prevent character change
     return true if abort
   end
 end
 #----------------------------------------------------------------------------
 # update_srs_input
 #  battler - the currently active battler
 #  Sets up the command window data.
 #----------------------------------------------------------------------------
 def update_srs_input(battler)
   # if able to use SRS
   if BlizzCFG::SRS_ACTIVE && BlizzCFG::SR_USERS.include?(battler.id)
     # if able to use SR and RIGHT is being hold
     if @actor_command_window.index == 1 && Input.press?(Input::UP)
       # if command not visible
       if @actor_command_window.commands[1][1] != BlizzCFG::SRS_NAME
         # make it visible
         $game_system.se_play($data_system.decision_se)
         @actor_command_window.swap_commands(1)
       end
       # prevent going crazy when pressing UP or DOWN
       if !Input.press?(Input::RIGHT) && !Input.press?(Input::LEFT)
         @actor_command_window.update
       end
       # RTAB fix
       abort = true
     # if command visible
     elsif @actor_command_window.commands[1][1] == BlizzCFG::SRS_NAME
       # change back
       $game_system.se_play($data_system.cancel_se)
       @actor_command_window.swap_commands(1)
     end
     # if command visible and C is being pressed
     if @actor_command_window.commands[1][1] == BlizzCFG::SRS_NAME &&
         Input.trigger?(Input::C)
       # execute SR use setup
       $game_system.se_play($data_system.decision_se)
       battler.current_action.kind = BlizzCFG::SR_KIND
       start_rage_select
       return true
     end
     # abort if RTAB to prevent character change
     return true if abort
   end
 end
 #----------------------------------------------------------------------------
 # update_cds_input
 #  battler - the currently active battler
 #  Sets up the command window data.
 #----------------------------------------------------------------------------
 def update_cds_input(battler)
   # if able to use CDS
   if BlizzCFG::CDS_ACTIVE && BlizzCFG::CD_USERS.include?(battler.id)
     # if able to use CD and RIGHT is being hold
     if @actor_command_window.index == 2 && Input.press?(Input::UP)
       # if command not visible
       if @actor_command_window.commands[2][1] != BlizzCFG::CDS_NAME
         # make it visible
         $game_system.se_play($data_system.decision_se)
         @actor_command_window.swap_commands(2)
       end
       # prevent going crazy when pressing UP or DOWN
       if !Input.press?(Input::RIGHT) && !Input.press?(Input::LEFT)
         @actor_command_window.update
       end
       # RTAB fix
       abort = true
     # if command visible
     elsif @actor_command_window.commands[2][1] == BlizzCFG::CDS_NAME
       # change back
       $game_system.se_play($data_system.cancel_se)
       @actor_command_window.swap_commands(2)
     end
     # if command visible and C is being pressed
     if @actor_command_window.commands[2][1] == BlizzCFG::CDS_NAME &&
         Input.trigger?(Input::C)
       unless @actor_command_window.actor.states.include?(BlizzCFG::CD_ID)
         # if can use CD
         if @actor_command_window.actor.cd_can_use?
           # execute CD use setup
           $game_system.se_play($data_system.decision_se)
           battler.current_action.kind = BlizzCFG::CD_KIND
           start_chaos_select
         else
           $game_system.se_play($data_system.buzzer_se)
         end
       else
         # execute CD revert setup
         $game_system.se_play($data_system.decision_se)
         battler.current_action.kind = BlizzCFG::CD_KIND
         battler.chaos_action = 2
         @actor_command_window.swap_commands(2)
         phase3_next_actor
       end
       return true
     end
     # abort if RTAB to prevent character change
     return true if abort
   end
 end
end





Instructions

In script



Compatibility

tested with:
CRLS - Plug in needed see above
Ryex's Weapons unleash skills - works

should be compatible with most scripts with a few edits for visual things



Credits and Thanks


  • Ryex
  • WcW
  • Blizzard
  • I'd like to thank Calintz for his valued input



Author's Notes

Make sure to look at the demo for battler animation clarification.

Enjoy!
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Spaceman McConaughey

An attractive looking system, Ryex. If I wasn't using Blizz ABS, I'd use this.  ;) :levels up:

Calintz

This is beautiful Ryex!!
*LVL up*

Ryex

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Calintz

!! YES !!

BTW:
I was wondering what some of YOUR ideas were for the animated battlers. Are you gonna use them in Asan'Tear?

Ryex

Quote from: Calintz on June 20, 2009, 11:21:26 pm
!! YES !!

BTW:
I was wondering what some of YOUR ideas were for the animated battlers. Are you gonna use them in Asan'Tear?

yes. yes I am.
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Calintz

What kind of picture sets do you have in mind?

Ryex

how do you mean?

and the CRLS plugin is going to take a while, I have to rework four methods, and the edits to the command window, to get it to work off of an up input instead of a left right input
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Calintz

It's okay ...
I mean, what picture ideas do you have for replacing the IDLE text and stuff?

Ryex

oh well you know how in golden sun the battlers kinda bounce (don't know another word for it) when they are idle? they move up and down with their knees and stuff, that's what i was thinking. then there would be special movements for using skill and items and stuff. 
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Calintz

Are you gonna use standard size battlers!? They will be hard to animate.

Ryex

Quote from: Calintz on June 21, 2009, 12:39:48 am
Are you gonna use standard size battlers!? They will be hard to animate.

slightly smaller like 75 x 115 or around there
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Calintz


Holyrapid

Looks nice. If i ever decide to make a game with front-view battle´s, i´ll use this! :) leve up!

Blizzard

WTF am I doing in the credits? O_o Take me out of there. I didn't do anything.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Ryex

Quote from: Blizzard on June 21, 2009, 08:00:18 am
WTF am I doing in the credits? O_o Take me out of there. I didn't do anything.

i used your Animated Battlers for Non Action BS from tones as the basis for my animation system so i think you deserve some credit
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Blizzard

Lol! Ok, then feel free to leave me there. ^_^
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

G_G

is this not database worthy? O_o

Nice battle system though ryex I really like it and yea it was easy adding my edits in there. Thanks *lv's up*

*GASPS****
4 6's
6666 at blizz's posts

Ryex

OK I got CRLS working with a few graphical glitches once i fix them i'll release the plugin
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Kagutsuchi

My only complaint is that the blinking "idle" and "defend" text and such, are making my eyes bleed. Otherwise it looks very cool.

Ryex

June 21, 2009, 04:12:31 pm #20 Last Edit: June 21, 2009, 04:13:59 pm by Ryexander
Quote from: Ryexander on June 20, 2009, 09:02:05 pm
Video

http://www.youtube.com/watch?v=Sz7Pjv_K0Gs

please note:
Quote from: Quote from: Ryexander on June 20, 2009, 04:40:58 PM
the idle is just a demonstration of frames I just drew the text over the battler in photo shop. your frames could be anything from ready stance to a sword flourish, the same for the attack, skill, item, and defend. you don't have to use the text stuff its just a demonstration that you can have animated battlers for each pose. if you don't put the images in the battlers folder they wont show, the idle and attack stuff is text I drew over the battlers in photo shop then put in as separate frames to the battler

YOU DO NOT HAVE TO USE THE "BLINKING TEXT" THAT IS DIDPLAED OVER THE BATTLERS IN THIS VIDEO IT IS ONLY A DEMONSTRATION OF THE ANIMATION SYSTEM!


@Kagutsuchi  READ THE FIRST POST PLEASE!!!^^^^



On a side note I've discovered a few errors in the first version while trying to make it compatible with CRLS so expect a version upgrade with the plugin release
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Aqua

Ry, the script only works with 4 actors in the party.

Your drawing methods, you don't have to draw for $game_party.size, you draw it for 1-4 even when there could be 3 actors in the party, resulting in errors

Ryex

June 21, 2009, 05:24:36 pm #22 Last Edit: June 21, 2009, 06:46:15 pm by Aqua
Quote from: Ryexander on June 21, 2009, 04:12:31 pm
On a side note I've discovered a few errors in the first version while trying to make it compatible with CRLS so expect a version upgrade with the plugin release

that would be one of them, don't worry I'm fixing it as we speak. I expect a new version by the end of the day with a CRLS plugin on the side

Edit:
UPDATE TO V1.20! :D VERY IMPORTANT UPDATE

IMPORTANT: THE CRLS PLUGIN IS OUT LOOK IN THE FIRST POST BELOW THE MAIN SCRIPT IN THE PLUG-INS SECTION IF YOU WISH TO USE IT YOU MUST UPDATE TO V1.20 OF AnTBS!

@Aqua the bug you reported is now fixed at a part of making it work with Chaos Drive


Even if there is an update, you shouldn't double post.  Editting the post would automatically bump a target as having new messages.
~Aqua
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Calintz


Caro Ru Lushe

This would kick ass if one makes the battlers Side-View (Non-moving-nor-sprite-animation). The thought of it gives me an Idea ~

FenrisHalo

Holy horse! As soon as I finish my vx game, imma gonna use this!
<a href="http://plunkit.webs.com/">I have to admit, this looks sweet xD</a>

Arkaea Halfdemon

This error occurs while trying to use a Limit while using your system:

Spoiler: ShowHide
Script 'CRLS' line 2062: NoMethodError occurred.

undefined method '[]' for nil:NilClass.


I installed the scripts properly, and all. CRLS and the default battle system work perfectly before adding your script and plugin, so I must be making a silly error.

Love your system, by the way.

Ryex

by limit you meant the thing that appears over attack when you sr and hp are right correct? also I need to se what is on that line in your script it is probably an error i made while making the plug in.
and your sure you have the scripts in this order?

AnTBS
CRLS
CRLS/AnTBS Plugin
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Arkaea Halfdemon

June 27, 2009, 12:53:08 am #28 Last Edit: June 27, 2009, 01:22:37 am by Arkaea Halfdemon
Your script is compatible with CRLS... just tested that. However, it's Tons of Addons Part 1 that's causing the problem with CRLS and your script. Not sure which script it is... but whatever it is doesn't need to be active to cause the error. I reinstalled the script to be sure.

Edit: It seems that the whole Tons 1 script is causing the problem, somehow. I tried deleting the add-ons one by one(from the bottom up), and only when I removed the last actual lines of code, it finally worked properly. When I tried tons without those, though, the same error repeats itself.

Ryex

I would still like to see what the line was that has the error I might be able to solve this so you can use tons
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Arkaea Halfdemon

      battler.use_limit if @repeat[0] <= 1

Line 2046 in Blizzard's demo.

Ryex

make sure you have the Latest version of tons
and the latest version of AnTBS (yes I updated to day because of a small error with tons but not this one) found in the first post of this topic
the latest version of CRLS and follow this script order
with the small exception that the CRLS plug-in needs to go below CRLS

and tell me if you still have the problem
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Arkaea Halfdemon

June 27, 2009, 02:32:00 am #32 Last Edit: June 27, 2009, 02:35:08 am by Arkaea Halfdemon
I have, and have done, what you've posted. My scripts were a little out of order... however, the same problem still persists.

... Err, and what's with the "1" popups? :P. That happened after getting your 1.21.

Ryex

June 27, 2009, 02:50:42 am #33 Last Edit: June 27, 2009, 02:57:35 am by Ryexander
aa darn i for got to removethat. press ctrl +f and search for
p @battler.max_frame_idle
delete the line that will get rid of the 1

have you perhaps removed the multihit add on from tons part two?

yep ok this error is not cause by my system, it is cause by tons and CRLS you have probably removed multihit from tons part two and it is causing an error the easy way to fix this is to get the latest version of tons again

ps: the script in this topic now has that annoying debug 1 pop up window removed so you can copy it from there
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Arkaea Halfdemon

No, multi-hit is not deleted. As an interesting note, when I activate multi-hit, the error moves to tons2 line 4065

(      if @repeat[2] == 3).


After installing the latest version of tons, again... the error is still the same as before.

      battler.use_limit if @repeat[0] <= 1

It's fine if I delete tons part 1, but I like those addons. :3.

Blizzard

What does the error message say? In that line about half a million things can go wrong.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Ryex

June 27, 2009, 03:20:28 am #36 Last Edit: June 27, 2009, 03:21:35 am by Ryexander
he's getting a no method '[]' error  for nilclass which makes no sense unless he has another script BELOW tons that is stopping @repeat from being crated or forcing it to nil and i've tested my script and plugin with tons and can't replicate the error
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Arkaea Halfdemon

June 27, 2009, 03:24:37 am #37 Last Edit: June 27, 2009, 03:27:22 am by Arkaea Halfdemon
Multihit inactive:

Script 'CRLS' line 2062: NoMethodError occurred.
undefined method '[]' for nil: NilClass
Line contents:       battler.use_limit if @repeat[0] <= 1

Multihit active:

Script 'Tons 2' line 4065: NoMethodError occurred.
undefined method '[]' for nil: NilClass
Line contents:     if @repeat[2] == 3

I mentioned the error stayed the same. Perhaps another script is messing it up, Ry. I have a Blood Mage, AMS(by dubealex), title skip, class change, pause function, and Guillaume's script below your plugin, in that order.

Ryex

could you list ALL your scripts in the order you have them in the editor?
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Arkaea Halfdemon

June 27, 2009, 03:36:15 am #39 Last Edit: June 27, 2009, 03:37:26 am by Arkaea Halfdemon
Sure.

  • RTP Scripts (with minor edit to remove brackets around states)

  • STCMS 5.38b

  • Tons 1

  • Tons 2

  • Tons 3

  • AnTBS

  • CRLS

  • - Scene Soulrage(Subscript)

  • - Soulforce(Subscript)

  • Plugin

  • Blood Mage 1.8

  • Dubealex's Advanced Message System R4(update 2)

  • Title Skip

  • Class Change 1.67 by LB

  • Pause function

  • Guillaume's Multi-Equip  6.2.1

  • Main



Blizzard

Quote from: Blizzard on January 07, 2008, 09:35:43 pm

  • Resource Tester
  • ~ RTP scripts
  • ~ SDK
  • ~ Other people's scripts
  • Tons of Add-ons Part 1
  • Tons of Add-ons Part 2
  • Tons of Add-ons Part 3
  • StormTronics CMS (any Edition)
  • Blizz-ABS Part 1
  • Blizz-ABS Part 2
  • Blizz-ABS Part 3
  • Creation System
  • Chaos Rage Limit System
  • CRLS + Blizz-ABS plugin
  • Scene_SoulRage
  • Soul Force Combo System
  • Easy Overdrive System
  • Advanced Analyze System
  • Bestiary
  • Chaos Project Debug System
  • Dynamic Day and Night System
  • DREAM for Music Files
  • DREAM for Save Files
  • Easy Party Switcher
  • Easy LvlUp Notifier
  • Custom Stat Growing System
  • Stat Distribution System
  • RO Job/Skill System
  • Full Reflection System
  • Blizz-ABSEAL (DO NOT USE IF YOU HAVE BLIZZ-ABS!!!)
  • Main

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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Arkaea Halfdemon

Good call, Blizzard, good call. Unfortunately, it didn't make a difference. Same error, still...

... Might as well call it all a vain effort, though. I found out that I'm moving tomorrow, and in addition, may not have the net for a while... shame. If I'm the only person with the error, then it's not worth solving.

Ryex

are you even using multi-hit? if not the easy answer is just to remove the if @repeat[0] <= 1
part fo the line and keep multi-hit off you won't get the error that way but you wont be able to use multi hit
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Blizzard

Yeah. If you're having so many problems with the Multi-Hit add-on, just delete it.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Arkaea Halfdemon

Having it deleted doesn't do anything different... to my memory. I just moved, and am going without a computer for the time being.

... City library, however, has internet. I am thankful.

G_G

Could you make blizz's add on compatible with this?

THe Unique Class Commands one thnx in advnace ^^

Calintz

So, this has been updated for compatibility with Blizz's Chaos Rage Soul Limit system??

G_G

Yup theres ia plugin in the main post

Calintz

Alright cool.
I think I might look into using this then.

G_G

Arg. The script is down. I cant test it with my script >_>

Ryex

grrr my entire site is down just get it from the demo
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G_G

but the demo says its a bugged version >_> oh well I guess it really doesnt matter

Ryex

The script link has been updated as it dose not seem like it will be up any time soon
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Jragyn

July 31, 2009, 03:31:10 am #53 Last Edit: July 31, 2009, 08:42:34 am by winkio
I dunno if this is some silly thing on my behalf...

but when using yur battle system, though there is no direct /fail error in the system or script,
if I put some weather effects up, and/or screen darkening/lightening,
it only affects the part of the battle screen where the default battle status window originally was set.

Err...maybe someone else noticed? I was just messing around and it happened.
Again, not a fatal error of sorts...but surely there is some ridiculously easy fix?

EDIT: And also, if this is the appropriate place or not im not sure, but it involves requests for this battle system:

Wuld it be possible to create different animations for different skills?
So that there isn't just one generic per character that can be used for 'Super Slash' and 'Fire 4'...

You know?

And also on that note, a death animation for each appropriate character?
Or death image anyways.

ToNs seems to have a generic one for all characters...but tombstones are dull to look at.

Again, not sure if this is the place to place this scribble at, but...yeah. Reply?

No double posting within 24 hours
A bright light can either illuminate or blind, but how will you know which until you open your eyes?

Ryex

oh yes I'll have to fix that part about the weather stuff
also the death image will be added (I've been planing to add it any way)
as for separate skill battlers while it would not be hard I don't feel that they are necessary but I may add them in a later version if I have time.
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Ryex

August 12, 2009, 02:25:50 pm #55 Last Edit: August 12, 2009, 02:27:00 pm by Ryexander
UPDATE  TO VERSION 1.23!
BUG FIX:
weather, screen tones, and screen shaking now work properly

new! Death images! simply add the _death tag to the end of file name and fallow the _death, _death1, _death2, _death3 pattern for more frames!
if there is no death image they simply follow the default death
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Rose Guardian

August 28, 2009, 07:13:08 pm #56 Last Edit: August 28, 2009, 07:20:00 pm by Rose Guardian
Ryexander I tried your battle system it's good but for some odd reason the HP text doesn't show up no matter what I change the font to and I HAVE the LEGAL version of RPG Maker XP so I'm really not sure why this is happenning so I really need help fixing it. By the way I'm using thr CRL and the CRL plug in but I noticed even in your demo the font for the HP doesn't show up.

EDIT: Sorry the font for the HP does show up in your demo I just didn't notice but it's not showing up in my game for some reason.

Ryex

can you try to replicate the problem and upload a demo?
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Rose Guardian

Here's the demo of the problem. You might want to download it as quickly as possible because filedropper doesn't keep files that long.

http://www.filedropper.com/gameproject

Ryex

Well it seams to work fine on my comp... upload a screen shot of exactly what is happening.

ALSO I sook a look at your script editor

please please look at this 


Spoiler: ShowHide
Quote from: Blizzard on June 27, 2009, 06:20:06 am
Quote from: Blizzard on January 07, 2008, 09:35:43 pm

  • Resource Tester
  • ~ RTP scripts
  • ~ SDK
  • ~ Other people's scripts
  • Tons of Add-ons Part 1
  • Tons of Add-ons Part 2
  • Tons of Add-ons Part 3
  • StormTronics CMS (any Edition)
  • Blizz-ABS Part 1
  • Blizz-ABS Part 2
  • Blizz-ABS Part 3
  • Creation System
  • Chaos Rage Limit System
  • CRLS + Blizz-ABS plugin
  • Scene_SoulRage
  • Soul Force Combo System
  • Easy Overdrive System
  • Advanced Analyze System
  • Bestiary
  • Chaos Project Debug System
  • Dynamic Day and Night System
  • DREAM for Music Files
  • DREAM for Save Files
  • Easy Party Switcher
  • Easy LvlUp Notifier
  • Custom Stat Growing System
  • Stat Distribution System
  • RO Job/Skill System
  • Full Reflection System
  • Blizz-ABSEAL (DO NOT USE IF YOU HAVE BLIZZ-ABS!!!)
  • Main




you have tones ABOVE AnTBS
using the proper script order ensures that methods are aliased properly meaning less bugs. if you don't have them now it may help in the future
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Rose Guardian

August 28, 2009, 11:03:45 pm #60 Last Edit: August 28, 2009, 11:14:59 pm by Rose Guardian

The HP number text does not  appear no matter what order I put the scripts.

EDIT: Never mind figured it out. I dumbly forgot to change the font name in the CRL plug in script because I did not have the font you're using on my computer.  That was what happened sorry.

Ryex

oh ya.... in the next update i should include an option to control the fonts that way the plug in and the script will work together in that respect
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Rose Guardian

August 29, 2009, 12:09:12 pm #62 Last Edit: August 29, 2009, 12:30:51 pm by Rose Guardian
Sorry to bother you again but I found another problem.  When it goes to the next characters' turns the box with attack, skill, defend and escape moves and gets cut off with the CRL Plug in for some odd reason.



EDIT: Sorry again, but also when I transform a character with the choas drive using the CRL Plug in I get this error.

Ryex

*flinch* I can't believe I forgot to add nil-handling
*UPDATE* AnTBS 1.24 and AnTBS CRLS bridge 1.1 released
the new update should make things more compatible get rid of Rose Guardian's error and make it easy er to control the fonts in the status bar

@Rose update the pluging and the main script from the first post and configure the fonts at the top of the script (it will effect the main script and the plug-in)
then tell me if you still get errors
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Rose Guardian

It got rid of the nil error but I 'm still having this problem in the screen shot.


Ryex

August 30, 2009, 09:36:55 pm #65 Last Edit: August 30, 2009, 09:41:49 pm by Ryexander
ya... um... I'm utterly confused here because in the demo you sent me no such problem exists! did you add any scripts since you uploaded that demo project?
and could you explain the events surrounding this glitch? this has to be a compatibility glitch because I built this system to NOT do that.
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Rose Guardian

August 30, 2009, 10:22:34 pm #66 Last Edit: August 30, 2009, 10:34:38 pm by Rose Guardian
That's weird. However I did add any scripts to the demo. However I do have center status set to true in Tons of add ons but that shouldn't be a problem.  So I'm very confused about why this is happening.  What I'm trying to say is when it goes to the next character the command box moves off the screen.

EDIT: Never mind figured it out.  It really was the centered battler add on in Tons of Add ons causing it.

aylash

October 20, 2009, 12:05:02 pm #67 Last Edit: October 20, 2009, 03:49:24 pm by aylash
Nice work you have done here with this battle system. It fits perfectly in the place of some edditings I myself have been trying to do, but my scripting skills are very limited so I will be using your system instead.

I see you have done lots of considerations and mostly everything works fine but there is a major problem with the death state. I'll write bellow the step-by-step case I have encountered.

1) Enter a battle and have one of your party members killed.
2) Win the battle.
3) Enter another battle. - The dead character won't be displayed (shouldn't he be displayed with his death state?)
4) Worse still, if you try to use an item or skill to bring him back, the game will display his death animation (even tough he is no longer dead) and will only update to his proper graphic on his next turn in battle. Until then He'll still be in his death state animation.

This won't happen if you ressurect him in the same battle that he died, or if you ressurect him outside of battle. The case listed above seems to be the only death case you didn't account for in your script. Would you fix it in your next release? It would be really helpful! Thanks for your time.  :)

Ryex

October 20, 2009, 05:07:08 pm #68 Last Edit: October 20, 2009, 05:34:19 pm by Ryexander
aw yes the death images come back to haunt me. I had a lot of problems getting the resurrection animation to play right. I look into the problem it is probably something small I over looked and can be fixed in a small edit.

EDIT: yep easy fix I just have to make sure to set action states right at the beginning of the battle
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aylash

Glad to hear it. I'm looking foward to it. :)
After that is concluded I'll be testing some code of my own that I've been thinking for this script and if all goes well I'll share it here.

Ryex

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aylash

Hey cool, I'll be testing it now and try to add some other code.
Thanks again for your time and prompt feedback! =]

Fingel

Hi

I think your script is really cool and im usint it right now, but i have a problem (maybe because when it comes to scripting my capabilities are almost 0, if not actually 0  :^_^': ), i managed to change the icons but when a battle starts the name of the actor, the hp, the sp and the status doesn't apear. i already tried to type in the name of the actor where it says actor.name but it came out as an error and the game shut down. so can you tell me where to do i need to put that information. the only other script i have rigth now is Law's Custom Equipment Screen thanks

Ryex

could you perhaps post a screen shot of the problem?
and you changes the icons in the Configuration of the script yes?
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Fingel

I managed to get the icons i wanted, but i cant get the actor's name, hp, sp and status to show, if it's just from my low experience and knowledge in scripting, tell me where should i change the things so they appear. The only other script i have running right now is law's custom equipment script
this is what i get:




thanks

Ryex

the font that is used to draw the text dose not exist of your computer either acquire the font or change which font is used in the configuration at the top of the script
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Fingel

thanks it worked :D i love your script. any other that sugestion?

Ryex

Update: v1.26 is up. fixed a compatibility bug with multiple difficulties.
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Holyrapid

Hi, i tried to use this, but when i attacked (or chose attack sommand) it gave me this error.
error: ShowHide

So, do i need a plugin for EOS? Or is my script order messed up?  My script order is:
F12 fix by Blizzard
RTP
ATBS (this script)
UMS (by ccoa)
Parallax Background by dubealex
G_G's skill shop
Mog Scene File
Mog Scene shop
Mog scene end
Guillames multislot
TONS
STCMS
EOS

Ryex

January 06, 2010, 09:05:32 pm #79 Last Edit: January 06, 2010, 09:08:18 pm by Ryexander
what is the EOS? what dose it do ect.?
also make sure your following this script order

F12 Fix
RTP
Other peoples scripts
AnTBS
Blizzard's scripts
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Holyrapid

EOS= Easy Overdive System by our very own Blizzard. I´ll have to check the script order when i get home. I´m in school right now.

Ryex

oh that... I'll probably need to make an edit for it it. however I don't really have time. Just don't let me forget and I'll get to it when I can.
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Holyrapid

Are you still busy, or could someone else make the pulgin/edit

Juan

January 13, 2010, 07:14:22 pm #83 Last Edit: January 13, 2010, 07:56:28 pm by Juan
@Pyhankoski I'm gonna attempt to make this plugin since I'm not that busy right now.
Dropbox Who need luck when you can make your own.
3ds Friend code: ShowHide
 4468 1422  6617

Holyrapid

January 17, 2010, 04:37:45 am #84 Last Edit: January 17, 2010, 04:57:29 am by Pyhankoski
Ok, thanks. Until then, i´ll use CRLS with the plugin to it...

Dundora

It doesn't show the states in my game, all I did was copy it directly from your link, doesn't show in the demo either....

Zolnova

Is there any way I can change the hp/sp bars from another script?
like the ones from tons-of-addons?

Ryex

ya it should be fairly simple to do, in fact I think some one has done it. check my cms topic I think some one did it there and the precess would be the same
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Holyrapid

Hey, a small little question...
Could it be made so that the icon for the attack command varied by either character or by what they have equipped, or by class?

Ryex

you could, it would be a small modification. I'm sure you can figure it out. if you have trouble finding things I can point you to the right methods. I'm a proponent of learning to do such small modifications your self. you will be more self reliant that way and I don't have to spend as much effort helping you. :P
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Holyrapid

Ok, well i'll try it myself and i i can't do it, i'll ask for advice.
Oh, and it seemed that this is incompatible with your collapsing menu... I have to try to figure that out, might just be something caused by the fact that i used the newest version of this, but i didn't get the newest (?) version of the menu...

Zolnova

sorry for asking a very noobish question, im using this battle system and i was wondering if theres a way to make my character or enemy move to target when they use certain skills or when a certain character attacks.
Example: Grungust type 3 (Super Robot Wars Original Generations 2) uses his drills as a standard attack.
this attack has about 26 frames and I'd him to move at frame 12 and the enemy to take damage at frame 19.

is this possible?

Starrodkirby86

Quote from: Zolnova on January 28, 2011, 10:33:48 pm
sorry for asking a very noobish question, im using this battle system and i was wondering if theres a way to make my character or enemy move to target when they use certain skills or when a certain character attacks.
Example: Grungust type 3 (Super Robot Wars Original Generations 2) uses his drills as a standard attack.
this attack has about 26 frames and I'd him to move at frame 12 and the enemy to take damage at frame 19.

is this possible?


Is this what you're referring to?

http://www.youtube.com/watch?v=bWuN9SrtjFs

Man, this totally reminds me of all the epic animations Golden Sun incorporates into their games.

Anyway, this can be done with lots of elaborate and creative battle animations. But uh, doesn't this work best with a side-view battle system? ._. The Asan'Tear system seems pretty front-view from here, so you can only do so much (Like have a battle animation of the face animation or something maybe).

What's osu!? It's a rhythm game. Thought I should have a signature with a working rank. ;P It's now clickable!
Still Aqua's biggest fan (Or am I?).




Zolnova

yeh that is the game I was referring to, Im just wondering if I can move my characters to the enemy when they attack.
this guy made a digimon rpg using a script similar to this and one of his characters actually did move to the enemy and slash it in half

Ryex

ya sorry but the best you can do is have the battler swing a weapon or something like that.
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