Chaos Project

RPG Maker => RPG Maker Scripts => Script Requests => Topic started by: Ryex on July 01, 2008, 12:37:20 pm

Title: [RESOLVED] Frount view CBS with anamated battlers?
Post by: Ryex on July 01, 2008, 12:37:20 pm
dose any one know if one exists or where I could look for one?
Title: Re: Frount view CBS with anamated battlers?
Post by: Blizzard on July 01, 2008, 01:21:20 pm
Use the DBS and "Animated Battlers for Non-Action BS" from Tons of Add-ons.
Title: Re: Frount view CBS with anamated battlers?
Post by: Ryex on July 01, 2008, 04:43:08 pm
DBS is "default Battle System" correct?

and DAM TONS HAS EVERYTHING!

lol thanks blizzard.
Title: Re: Frount view CBS with anamated battlers?
Post by: Blizzard on July 01, 2008, 04:59:13 pm
Yes and yes. Tons' worst enemy D: (http://forum.chaos-project.com/index.php?topic=1070.0)
Title: Re: Frount view CBS with anamated battlers?
Post by: Ryex on July 01, 2008, 05:07:44 pm
um.. where did your pseudo 3D Battle Cam script go?

or are you still releasing it?
Title: Re: Frount view CBS with anamated battlers?
Post by: Blizzard on July 01, 2008, 05:14:39 pm
It was never mine. :P I forgot to post it here. I might make an own version sometime.
Title: Re: Frount view CBS with anamated battlers?
Post by: Ryex on July 01, 2008, 05:19:46 pm
oh.. so where did you find it?
Title: Re: Frount view CBS with anamated battlers?
Post by: Blizzard on July 01, 2008, 05:23:54 pm
I forgot. It was looooooong ago. But it was by KGC, I remember that very well.
Title: Re: Frount view CBS with anamated battlers?
Post by: Ryex on July 01, 2008, 05:44:28 pm
drat I found an edit you did of it on RRR for a side view dattle system. and RRR should have the original it but when I try to follow the links to it I just get the main page so I think it was removed.

can you post it again?
Title: Re: Frount view CBS with anamated battlers?
Post by: Blizzard on July 01, 2008, 05:58:03 pm
Alright, I'll do it later. Here's the script for now.

Spoiler: ShowHide
module KGC
$game_special_elements = {}
$imported = {}
$data_states = load_data("Data/States.rxdata")
$data_system = load_data("Data/System.rxdata")
end

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/???????? - KGC_BattleCamera?
#_/----------------------------------------------------------------------------
#_/??????????????????
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#==============================================================================
# ? ???????? ?
#==============================================================================

module KGC
# ???????????
BC_SPEED_INIT = 24
end

#???????????????????????????????????????

$imported["BattleCamera"] = true
$imported["Base Reinforce"] = true

#???????????????????????????????????????

#==============================================================================
# ? Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
attr_reader :origin_x, :origin_y
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_KGC_BattleCamera initialize
def initialize(troop_id, member_index)
  # ???????
  initialize_KGC_BattleCamera(troop_id, member_index)

   @origin_x = $data_troops[@troop_id].members[@member_index].x
  @origin_y = $data_troops[@troop_id].members[@member_index].y
end
#--------------------------------------------------------------------------
# ? ????? X ?????
#--------------------------------------------------------------------------
def screen_x
   return @origin_x - $scene.camera.x * self.zoom
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
   return @origin_y - $scene.camera.y * self.zoom
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def zoom
  if $game_variables[25] == 0
    n = (1.00 + $scene.camera.z / 512.00) * ((@origin_y - 304) / 256.00 + 1)
  else
    n = 1
  end
  return n
end
end

#???????????????????????????????????????

#==============================================================================
# ? Sprite_Battler
#==============================================================================

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias update_KGC_BattleCamera update
def update
   # ???????
    update_KGC_BattleCamera
  return if @battler == nil
   if $game_variables[25] == 0
     if @battler.is_a?(Game_Enemy)
   # ????
       self.zoom_x = self.zoom_y = @battler.zoom
     end
   end
end
end

#???????????????????????????????????????

#==============================================================================
# ? Spriteset_Battle
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
    alias update_KGC_BattleCamera update
 
def update
  # ???????
  update_KGC_BattleCamera

  if $DEBUG
    if Input::trigger?(Input::Z)
      c = $scene.camera
      zoom = c.z / 512.00 + 1
      p "#{c.x}, #{c.y}, #{c.z}"
      p "#{@battleback_sprite.x + 320}, #{@battleback_sprite.y + 304}, #{zoom}"
    end
  end
  # ???????
  if $game_variables[25] == 0
  cx, cy, cz = $scene.camera.x, $scene.camera.y, $scene.camera.z
  bx, by = @battleback_sprite.x + 320, @battleback_sprite.y + 304
  if bx != cx || by != cy || @bz != cz
    # ????
    zoom = cz / 512.00 + 1
    @battleback_sprite.zoom_x = zoom * 1.5
    @battleback_sprite.zoom_y = zoom * 1.5
    # ?????
    if $imported["Base Reinforce"]# && KGC::BR_BATTLEBACK_FULL
      @battleback_sprite.ox = @battleback_sprite.bitmap.width * 0.52 # X OFFSET!
      @battleback_sprite.oy = @battleback_sprite.bitmap.height / 2
      mag_x = 600.0 / @battleback_sprite.bitmap.width
      mag_y = 300.0 / @battleback_sprite.bitmap.height
      @battleback_sprite.zoom_x *= mag_x
      @battleback_sprite.zoom_y *= mag_y
    end
    # ????
    @battleback_sprite.x = -cx * zoom / 2 - 320 + @battleback_sprite.ox * 2
    @battleback_sprite.y = -cy * zoom / 2 - 144 + @battleback_sprite.oy * 2
    @bz = cz
  end
  end
end
end


#???????????????????????????????????????

#==============================================================================
# ? Camera
#------------------------------------------------------------------------------
# ?????????????????
#==============================================================================

class Camera
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :x, :y, :z
attr_accessor :move_speed
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
  @x, @y, @z = 0, 0, 0
  @move_x = @move_y = @move_z = 0
  @move_speed = KGC::BC_SPEED_INIT
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def move(x, y, z)
   @move_x, @move_y, @move_z = x - @x - 320, y - @y - 160, z - @z
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def move_target(target)
     return if target == nil || !target.is_a?(Game_Enemy)
  if $game_variables[25] == 0
  tx, ty = target.origin_x, target.origin_y - 144
  tz = (304 - target.origin_y) * 5
  move(tx, ty, tz)
  end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def centering
  @move_x, @move_y, @move_z = -@x, -@y, -@z
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def update
  # X????
   if $game_variables[25] == 0
  mv = [[@move_x.abs * @move_speed / 160, 1].max, @move_speed].min
  if @move_x > 0
    @x += mv
    @move_x = [@move_x - mv, 0].max
  elsif @move_x < 0
    @x -= mv
    @move_x = [@move_x + mv, 0].min
  end
  # Y????
  mv = [[@move_y.abs * @move_speed / 160, 1].max, @move_speed].min
  if @move_y > 0
    @y += mv
    @move_y = [@move_y - mv, 0].max
  elsif @move_y < 0
    @y -= mv
    @move_y = [@move_y + mv, 0].min
  end
  # Z????
  mv = [[@move_z.abs * @move_speed / 96, 1].max, @move_speed * 2].min
  if @move_z > 0
    @z += mv
    @move_z = [@move_z - mv, 0].max
  elsif @move_z < 0
    @z -= mv
    @move_z = [@move_z + mv, 0].min
  end
  end
end
end

#???????????????????????????????????????

#==============================================================================
# ? Scene_Battle (???? 1)
#==============================================================================

class Scene_Battle
attr_reader :camera
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
alias main_KGC_BattleCamera main
def main
  # ?????
    @camera = Camera.new
    # ???????
    main_KGC_BattleCamera
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias update_KGC_BattleCamera update
def update
   @camera.update

  # ???????
  update_KGC_BattleCamera
end
end

#???????????????????????????????????????

#==============================================================================
# ? Scene_Battle (???? 3)
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# ? ?????? (???????????? : ??????)
#--------------------------------------------------------------------------
alias update_phase3_enemy_select_KGC_BattleCamera update_phase3_enemy_select
def update_phase3_enemy_select
  # ???????????
  if $game_variables[25] == 0
  if !$imported["ActiveCountBattle"] || @action_battler == nil
    @camera.move_target(@enemy_arrow.enemy)
  end
  end
  # ???????
  update_phase3_enemy_select_KGC_BattleCamera
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
alias end_enemy_select_KGC_BattleCamera end_enemy_select
def end_enemy_select
  # ?????????
  if $game_variables[25] == 0
  if !$imported["ActiveCountBattle"] || @action_battler == nil
    @camera.move(320, 160, 0)
  end
end
# ???????
  end_enemy_select_KGC_BattleCamera
end
end
#???????????????????????????????????????

#==============================================================================
# ? Scene_Battle (???? 4)
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 3 : ??????????)
#--------------------------------------------------------------------------
alias update_phase4_step3_KGC_BattleCamera update_phase4_step3
def update_phase4_step3
  # ?????
   if $game_variables[25] == 0
  if @active_battler.is_a?(Game_Actor) && @target_battlers != []
    if @target_battlers.size > 1
      @camera.move(320, 160, -96)
    else
      @camera.move_target(@target_battlers[0])
    end
  elsif @active_battler.is_a?(Game_Enemy)
    @camera.move_target(@active_battler)
  end
  end
  # ???????
  update_phase4_step3_KGC_BattleCamera
end

#--------------------------------------------------------------------------
# ? ?????? (??????? ???? 6 : ??????)
#--------------------------------------------------------------------------
alias update_phase4_step6_KGC_BattleCamera update_phase4_step6
def update_phase4_step6
  # ???????????
     @camera.centering

  # ???????
  update_phase4_step6_KGC_BattleCamera
end
end
Title: Re: Frount view CBS with anamated battlers?
Post by: Ryex on July 01, 2008, 06:04:39 pm
thanks bliz *powers up*