Algueña has this script?
I had the format but the machine
and ccoa's link broken
I think this is what you are looking for. I am not 100% sure, but this may be what you want. :)
http://forum.chaos-project.com/index.php?topic=2103.0
Even though the topic is asking help with the script, it is just to modify it to make it fit his game. The script in that post should be perfect. XD
Try and do a search if you can next time. I know this was a hard subject to find but...see what you could have done.
I not presiso do to help with the script ..
I presivo is the script .. A demo or the same
a demo of the script to meet you more honest
Anteciosamente : filosofem
If you want a demo...
I created one! XD It uses Blizzard's modification of the KGC Battle Camera script (His modification is just an on-off feature, nothing big).
http://www.sendspace.com/file/cxmvl7
You can download it here.
Thank you
I think I might be necro posting, but I was wondering if there is an english version of his camera script yet??
Have you downloaded my version yet? It should be Blizzard's edit or something. If not, then eh oh well. I know Blizzard edited it a bit so that's really the closest you can get with an English look. Only reason I can see why you want it in Japanese would be to see how he worked on the script, since instructions are straightforward. :/
I totally don't want it in japanese, Lol.
I downloaded the DEMO from this thread and extracted the script from there. Is this the most recent version of the script??
Yes. There never was an update of the script. Also, it's the original script with my little mod. It's not the recalibrated CP version. xD
Oooohh, recaliberated? Could you shed some light? Is it just your awesome optimization techniques or is it anything more?
Heres the 3D Pseudo Battle Camera translated in english with Blizzard's Edit and mine is a slight edit as well. I translated it using babelfish.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆Aggressive camera - KGC_BattleCamera◆
#_/----------------------------------------------------------------------------
#_/ The point of view locomotive function which is in the midst of fighting
#_/ is introduced
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ★ Customization section ★
#==============================================================================
module KGC
# Battle Cam Variable
Battle_Cam_Variable = 25
# & camera drift speed initial value
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
#--------------------------------------------------------------------------
# ● Object initialization
#--------------------------------------------------------------------------
alias initialize_KGC_BattleCamera initialize
def initialize(troop_id, member_index)
# Executing the processing of the origin
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
#--------------------------------------------------------------------------
# ● Acquisition in battle picture X coordinate
#--------------------------------------------------------------------------
def screen_x
return @origin_x - $scene.camera.x * self.zoom
end
#--------------------------------------------------------------------------
# ● Acquisition of battle picture Y-coordinate
#--------------------------------------------------------------------------
def screen_y
return @origin_y - $scene.camera.y * self.zoom
end
#--------------------------------------------------------------------------
# ● Acquisition of magnification ratio
#--------------------------------------------------------------------------
def zoom
if $game_variables[KGC::Battle_Cam_Variable] == 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
#--------------------------------------------------------------------------
# ● Frame renewal
#--------------------------------------------------------------------------
alias update_KGC_BattleCamera update
def update
# Executing the processing of the origin
update_KGC_BattleCamera
return if @battler == nil
if $game_variables[KGC::Battle_Cam_Variable] == 0
if @battler.is_a?(Game_Enemy)
# Magnification ratio adjustment
self.zoom_x = self.zoom_y = @battler.zoom
end
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● Renewal
#--------------------------------------------------------------------------
alias update_KGC_BattleCamera update
def update
# Executing the processing of the origin
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
# Camera movement decision
if $game_variables[KGC::Battle_Cam_Variable] == 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
# Magnification ratio adjustment
zoom = cz / 512.00 + 1
@battleback_sprite.zoom_x = zoom * 1.5
@battleback_sprite.zoom_y = zoom * 1.5
# All the embody decisions
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
# Coordinate adjustment
@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
#------------------------------------------------------------------------------
# It is the class which handles the camera which is in the midst of fighting
#==============================================================================
class Camera
#--------------------------------------------------------------------------
# ● Open instance variable
#--------------------------------------------------------------------------
attr_reader :x, :y, :z
attr_accessor :move_speed
#--------------------------------------------------------------------------
# ● Object initialization
#--------------------------------------------------------------------------
def initialize
@x, @y, @z = 0, 0, 0
@move_x = @move_y = @move_z = 0
@move_speed = KGC::BC_SPEED_INIT
end
#--------------------------------------------------------------------------
# ● Movement
#--------------------------------------------------------------------------
def move(x, y, z)
@move_x, @move_y, @move_z = x - @x - 320, y - @y - 160, z - @z
end
#--------------------------------------------------------------------------
# ● It moves to the object enemy
#--------------------------------------------------------------------------
def move_target(target)
return if target == nil || !target.is_a?(Game_Enemy)
if $game_variables[KGC::Battle_Cam_Variable] == 0
tx, ty = target.origin_x, target.origin_y - 144
tz = (304 - target.origin_y) * 5
move(tx, ty, tz)
end
end
#--------------------------------------------------------------------------
# ● It moves to the center
#--------------------------------------------------------------------------
def centering
@move_x, @move_y, @move_z = -@x, -@y, -@z
end
#--------------------------------------------------------------------------
# ● Renewal
#--------------------------------------------------------------------------
def update
# X-coordinate movement
if $game_variables[KGC::Battle_Cam_Variable] == 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-coordinate movement
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 coordinate movement
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 (Division definition 1)
#==============================================================================
class Scene_Battle
attr_reader :camera
#--------------------------------------------------------------------------
# ● Main processing
#--------------------------------------------------------------------------
alias main_KGC_BattleCamera main
def main
# Camera compilation
@camera = Camera.new
# Executing the processing of the origin
main_KGC_BattleCamera
end
#--------------------------------------------------------------------------
# ● Frame renewal
#--------------------------------------------------------------------------
alias update_KGC_BattleCamera update
def update
@camera.update
# Executing the processing of the origin
update_KGC_BattleCamera
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Battle (Division definition 3)
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● Frame renewal (actor command phase: Enemy selection)
#--------------------------------------------------------------------------
alias update_phase3_enemy_select_KGC_BattleCamera update_phase3_enemy_select
def update_phase3_enemy_select
# Selective object zoom up
if $game_variables[KGC::Battle_Cam_Variable] == 0
if !$imported['ActiveCountBattle'] || @action_battler == nil
@camera.move_target(@enemy_arrow.enemy)
end
end
# Executing the processing of the origin
update_phase3_enemy_select_KGC_BattleCamera
end
#--------------------------------------------------------------------------
# ● Enemy selection end
#--------------------------------------------------------------------------
alias end_enemy_select_KGC_BattleCamera end_enemy_select
def end_enemy_select
# The camera is reset to the center
if $game_variables[KGC::Battle_Cam_Variable] == 0
if !$imported['ActiveCountBattle'] || @action_battler == nil
@camera.move(320, 160, 0)
end
end
# Executing the processing of the origin
end_enemy_select_KGC_BattleCamera
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Battle (Division definition 4)
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● Frame renewal (main phase step 3: Conduct side animation)
#--------------------------------------------------------------------------
alias update_phase4_step3_KGC_BattleCamera update_phase4_step3
def update_phase4_step3
# camera movement
if $game_variables[KGC::Battle_Cam_Variable] == 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
# Executing the processing of the origin
update_phase4_step3_KGC_BattleCamera
end
#--------------------------------------------------------------------------
# ● Frame renewal (main phase step 6: Refreshment)
#--------------------------------------------------------------------------
alias update_phase4_step6_KGC_BattleCamera update_phase4_step6
def update_phase4_step6
# Moving the camera to initial position
@camera.centering
# Executing the processing of the origin
update_phase4_step6_KGC_BattleCamera
end
end
Aww...
I updated the version of Blizzard's CRLS in my game, and now this script doesn't work...
Sorry to necropost here...It's just that this script isn't very easy to find, let alone get help with.
I've tried using it in my games and even tested in a new project but it gave me an error:
"Script 'KGC's Battle Cam' line 21: NoMethodError occurred.
Undefined method '[]=' for nil:NilClass"
Am I missing a core script for this to function or something? I checked that line and it says something about importing. I'm no expert scripter but I really have to wonder what I'm missing here, plugins, or brains. :urgh:
If any extra details are needed I will provide what I can. (BTW I tested both the untranslated and translated versions if that helps any.)
Thanks in advance for reading