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

Marrend
Guardian of the Description Thread
21781
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...

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
Marrend
Guardian of the Description Thread
21781
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=Marrend
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 )".
No Sorry I did not see the actors face when I test it in the battle system
You Made It for Rpgmaker Vx Right?
SunflowerGames
The most beautiful user on RMN!
13323

What script are you using?
The opacity seems to be a huge problem here.
Can you show the face pictures outside the battle system.
Marrend
Guardian of the Description Thread
21781
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.
Well Thanks For the Help Marrend
You are the best friend every
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
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