FACES IN BATTLE SYSTEM SCRIPT
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Can anybody help me I need a FACES IN BATTLE SYSTEM SCRIPT
For my pay to play game. Engine Rpgmaker VX Thanks
So Yeah I want to be able to see the face in the battle system.
So can anybody help me please I need a Side View Battle system
for Rpgmaker VX for a pay to play game Thanks
For my pay to play game. Engine Rpgmaker VX Thanks
So Yeah I want to be able to see the face in the battle system.
So can anybody help me please I need a Side View Battle system
for Rpgmaker VX for a pay to play game Thanks
I whipped up a little something that kinda works? There's lots of pitfalls here, though. Any party size over three will probably not work at all, there's a lot of writing on top of the faces if you include TP, and I haven't quite figured out status-icons yet. However, what I have thus far looks like...
...this.
class Scene_Battle < Scene_Base def create_status_window @status_window = Window_BattleStatus.new @status_window.x = 128 end end class Window_PartyCommand < Window_Command def window_width return 128 end end class Window_BattleStatus < Window_Selectable def window_width Graphics.width - 128 end def col_max return 3 end def draw_basic_area(rect, actor) draw_actor_face(actor, rect.x, rect.y, true) draw_actor_name(actor, rect.x, rect.y, 100) #draw_actor_icons(actor, rect.x + 104, rect.y, rect.width - 104) end def draw_gauge_area_with_tp(rect, actor) draw_actor_hp(actor, rect.x+128, rect.y + 32, 72) draw_actor_mp(actor, rect.x+128, rect.y + 52, 72) draw_actor_tp(actor, rect.x+128, rect.y + 72, 72) end def draw_gauge_area_without_tp(rect, actor) draw_actor_hp(actor, rect.x+128, rect.y + 52, 72) draw_actor_mp(actor, rect.x+128, rect.y + 72, 72) end end
...this.
Wow Thanks Marrend You're The Best!
Oh No I am sorry the battle system did not work
I do not see the face in the Defult battle system
Oh No I am sorry the battle system did not work
I do not see the face in the Defult battle system
You're not seeing any faces at all with that script? That's odd. Are you running other scripts? Where did you put it, exactly? I threw that together in a new-ish project, so, all I had was that script between the "Materials" label and where it says "( Insert here )".
author=MarrendNo Sorry I did not see the actors face when I test it in the battle system
You're not seeing any faces at all with that script? That's odd. Are you running other scripts? Where did you put it, exactly? I threw that together in a new-ish project, so, all I had was that script between the "Materials" label and where it says "( Insert here )".
You Made It for Rpgmaker Vx Right?
What script are you using?
The opacity seems to be a huge problem here.
Can you show the face pictures outside the battle system.
What I've observed is that battle-tests don't necessarily apply script-changes unless you run a play-test in some capacity before-hand. Of course, the project I tested this with consisted of little more than a small island, and an NPC that activated a battle for me, so...
Sorry about the face-opacity, though! To be fair, I'm well aware that this was hacked together, and that issues were bound to pop up.
Sorry about the face-opacity, though! To be fair, I'm well aware that this was hacked together, and that issues were bound to pop up.
ANYBODY KNOW WHO SCRIPT THIS IS SORRY I HAD TO PUT THIS TEXT IN ALL CAPS
SO EVERYONE CAN SEE
class Window_Base < Window
def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size) / 2
rect.y = face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
self.contents.blt(x, y, bitmap, rect,opacity)
bitmap.dispose
end
def draw_actor_face(actor, x, y, size = 96, opacity = 255)
draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
end
end
class Window_BattleStatus < Window_Selectable
def initialize
super(0, 0, 416, 128)
@column_max = 4
@spacing = 0
refresh
self.active = false
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for i in 0...@item_max
draw_faces(i)
end
for i in 0...@item_max
draw_item(i)
end
end
def draw_faces(index)
actor = $game_party.members
draw_actor_face(actor, actor.index * 96 + 2, 0, 96, 100)
end
def draw_item(index)
self.contents.font.color = normal_color
actor = $game_party.members
draw_actor_name(actor, index * 96 + 2, 0)
draw_actor_state(actor, index * 96 + 2, 18, 48)
draw_actor_hp(actor, index * 96 + 2, 56, 86)
draw_actor_mp(actor, index * 96 + 2, 74, 86)
end
end
SO EVERYONE CAN SEE
class Window_Base < Window
def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size) / 2
rect.y = face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
self.contents.blt(x, y, bitmap, rect,opacity)
bitmap.dispose
end
def draw_actor_face(actor, x, y, size = 96, opacity = 255)
draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
end
end
class Window_BattleStatus < Window_Selectable
def initialize
super(0, 0, 416, 128)
@column_max = 4
@spacing = 0
refresh
self.active = false
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for i in 0...@item_max
draw_faces(i)
end
for i in 0...@item_max
draw_item(i)
end
end
def draw_faces(index)
actor = $game_party.members
draw_actor_face(actor, actor.index * 96 + 2, 0, 96, 100)
end
def draw_item(index)
self.contents.font.color = normal_color
actor = $game_party.members
draw_actor_name(actor, index * 96 + 2, 0)
draw_actor_state(actor, index * 96 + 2, 18, 48)
draw_actor_hp(actor, index * 96 + 2, 56, 86)
draw_actor_mp(actor, index * 96 + 2, 74, 86)
end
end
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