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[RMVX ACE] YANFLY ENGINE ACE - VISUAL BATTLERS - MINOR TWEAK

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I think a lot of us are familiar with this pretty simple script. It's been out for quite a while.

#==============================================================================

#
# ¥ Yanfly Engine Ace - Visual Battlers v1.01
# -- Last Updated: 2012.07.24
# -- Level: Easy
# -- Requires: n/a
#
# ¥ Modified by:
# -- Yami
# -- Kread-Ex
# -- Archeia_Nessiah
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-VisualBattlers"] = true

#==============================================================================
# ¥ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.12.18 - Added preset views and able to change direction in-game.
# 2012.07.24 - Finished Script.
# 2012.01.05 - Started Script.
#
#==============================================================================
# ¥ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script provides a visual for all actors by default charsets. The actions
# and movements are alike Final Fantasy 1, only move forward and backward when
# start and finish actions.
#
#==============================================================================
# ¥ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To change the player direction in-game, use the snippet below in a script
# call:
#
# $game_system.party_direction = n
#
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ¥ Materials but above ¥ Main. Remember to save.
#
#==============================================================================
# ¥ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
module VISUAL_BATTLERS

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Party Location Setting -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings are adjusted for Party Location. Each Actor will have
# coordinates calculated by below formula. There are two samples coordinates
# below, change PARTY_DIRECTION to the base index you want to use.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PARTY_DIRECTION = 6 # This direction is opposite from actual direction.

PARTY_LOCATION_BASE_COORDINATES ={
# Index => [base_x, base_y, mod_x, mod_y],
2 => [ 250, 290, 40, 0], #UP
4 => [ 150, 280, 20, -20], #LEFT
3 => [ 460, 280, 30, -10], #RIGHT
6 => [ 460, 230, 20, 20], #DEFAULT RIGHT
8 => [ 260, 230, 40, 0], #DOWN
} # Do not remove this.

PARTY_LOCATION_FORMULA_X = "base_x + index * mod_x"
PARTY_LOCATION_FORMULA_Y = "base_y + index * mod_y"

end # VISUAL_BATTLERS
end # YEA

#==============================================================================
# ¥ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# ? ¥ Direction
#==============================================================================

module Direction

#--------------------------------------------------------------------------
# self.correct
#--------------------------------------------------------------------------
def self.correct(direction)
case direction
when 1; return 4
when 3; return 6
when 7; return 4
when 9; return 6
else; return direction
end
end

#--------------------------------------------------------------------------
# self.opposite
#--------------------------------------------------------------------------
def self.opposite(direction)
case direction
when 1; return 6
when 2; return 8
when 3; return 4
when 4; return 6
when 6; return 4
when 7; return 6
when 8; return 2
when 9; return 4
else; return direction
end
end

end # Direction

#==============================================================================
# ? ¥ Game_System
#==============================================================================

class Game_System; attr_accessor :party_direction; end

#==============================================================================
# ? ¥ Game_BattleCharacter
#==============================================================================

class Game_BattleCharacter < Game_Character

#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(actor)
super()
setup_actor(actor)
@move_x_rate = 0
@move_y_rate = 0
end

#--------------------------------------------------------------------------
# setup_actor
#--------------------------------------------------------------------------
def setup_actor(actor)
@actor = actor
@step_anime = true
set_graphic(@actor.character_name, @actor.character_index)
setup_coordinates
dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION
direction = Direction.opposite(dr)
set_direction(Direction.correct(direction))
end

#--------------------------------------------------------------------------
# sprite=
#--------------------------------------------------------------------------
def sprite=(sprite)
@sprite = sprite
end

#--------------------------------------------------------------------------
# setup_coordinates
#--------------------------------------------------------------------------
def setup_coordinates
location = ($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
base_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][0]
base_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][1]
mod_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][2]
mod_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][3]
@actor.screen_x = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_X)
@actor.screen_y = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_Y)
@actor.origin_x = @actor.screen_x
@actor.origin_y = @actor.screen_y
@actor.create_move_to(screen_x, screen_y, 1)
end

#--------------------------------------------------------------------------
# index
#--------------------------------------------------------------------------
def index
return @actor.index
end

#--------------------------------------------------------------------------
# screen_x
#--------------------------------------------------------------------------
def screen_x
return @actor.screen_x
end

#--------------------------------------------------------------------------
# screen_y
#--------------------------------------------------------------------------
def screen_y
return @actor.screen_y
end

#--------------------------------------------------------------------------
# screen_z
#--------------------------------------------------------------------------
def screen_z
return @actor.screen_z
end

end # Game_BattleCharacter

#==============================================================================
# ? ¥ Game_Battler
#==============================================================================

class Game_Battler < Game_BattlerBase

#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :moved_back
attr_accessor :origin_x
attr_accessor :origin_y
attr_accessor :screen_x
attr_accessor :screen_y
attr_accessor :started_turn

#--------------------------------------------------------------------------
# alias method: execute_damage
#--------------------------------------------------------------------------
alias game_battler_execute_damage_vb execute_damage
def execute_damage(user)
game_battler_execute_damage_vb(user)
if @result.hp_damage > 0
move_backward(24, 6) unless @moved_back
@moved_back = true
end
end

#--------------------------------------------------------------------------
# face_opposing_party
#--------------------------------------------------------------------------
def face_opposing_party
direction = ($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
character.set_direction(Direction.correct(direction)) rescue 0
end

#--------------------------------------------------------------------------
# new method: face_coordinate
#--------------------------------------------------------------------------
def face_coordinate(destination_x, destination_y)
x1 = Integer(@screen_x)
x2 = Integer(destination_x)
y1 = Graphics.height - Integer(@screen_y)
y2 = Graphics.height - Integer(destination_y)
return if x1 == x2 and y1 == y2
#---
angle = Integer(Math.atan2((y2-y1),(x2-x1)) * 1800 / Math::PI)
if (0..225) === angle or (-225..0) === angle
direction = 6
elsif (226..675) === angle
direction = 9
elsif (676..1125) === angle
direction = 8
elsif (1126..1575) === angle
direction = 7
elsif (1576..1800) === angle or (-1800..-1576) === angle
direction = 4
elsif (-1575..-1126) === angle
direction = 1
elsif (-1125..-676) === angle
direction = 2
elsif (-675..-226) === angle
direction = 3
end
#---
character.set_direction(Direction.correct(direction)) rescue 0
end

#--------------------------------------------------------------------------
# create_move_to
#--------------------------------------------------------------------------
def create_move_to(destination_x, destination_y, frames = 12)
@destination_x = destination_x
@destination_y = destination_y
frames = [frames, 1].max
@move_x_rate = [(@screen_x - @destination_x).abs / frames, 2].max
@move_y_rate = [(@screen_y - @destination_y).abs / frames, 2].max
end

#--------------------------------------------------------------------------
# update_move_to
#--------------------------------------------------------------------------
def update_move_to
@move_x_rate = 0 if @screen_x == @destination_x || @move_x_rate.nil?
@move_y_rate = 0 if @screen_y == @destination_y || @move_y_rate.nil?
value = [(@screen_x - @destination_x).abs, @move_x_rate].min
@screen_x += (@destination_x > @screen_x) ? value : -value
value = [(@screen_y - @destination_y).abs, @move_y_rate].min
@screen_y += (@destination_y > @screen_y) ? value : -value
end

#--------------------------------------------------------------------------
# move_forward
#--------------------------------------------------------------------------
def move_forward(distance = 24, frames = 12)
direction = forward_direction
move_direction(direction, distance, frames)
end

#--------------------------------------------------------------------------
# move_backward
#--------------------------------------------------------------------------
def move_backward(distance = 24, frames = 12)
direction = Direction.opposite(forward_direction)
move_direction(direction, distance, frames)
end

#--------------------------------------------------------------------------
# move_direction
#--------------------------------------------------------------------------
def move_direction(direction, distance = 24, frames = 12)
case direction
when 1; move_x = distance / -2; move_y = distance / 2
when 2; move_x = distance * 0; move_y = distance * 1
when 3; move_x = distance / -2; move_y = distance / 2
when 4; move_x = distance * -1; move_y = distance * 0
when 6; move_x = distance * 1; move_y = distance * 0
when 7; move_x = distance / -2; move_y = distance / -2
when 8; move_x = distance * 0; move_y = distance * -1
when 9; move_x = distance / 2; move_y = distance / -2
else; return
end
destination_x = @screen_x + move_x
destination_y = @screen_y + move_y
create_move_to(destination_x, destination_y, frames)
end

#--------------------------------------------------------------------------
# forward_direction
#--------------------------------------------------------------------------
def forward_direction
return ($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
end

#--------------------------------------------------------------------------
# move_origin
#--------------------------------------------------------------------------
def move_origin
create_move_to(@origin_x, @origin_y)
face_coordinate(@origin_x, @origin_y)
@moved_back = false
end

#--------------------------------------------------------------------------
# moving?
#--------------------------------------------------------------------------
def moving?
return false if dead? || !exist?
return @move_x_rate != 0 || @move_y_rate != 0
end

end # Game_Battler

#==============================================================================
# ? ¥ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler

#--------------------------------------------------------------------------
# overwrite method: use_sprite?
#--------------------------------------------------------------------------
def use_sprite?
return true
end

#--------------------------------------------------------------------------
# new method: screen_x
#--------------------------------------------------------------------------
def screen_x
return @screen_x rescue 0
end

#--------------------------------------------------------------------------
# new method: screen_y
#--------------------------------------------------------------------------
def screen_y
return @screen_y rescue 0
end

#--------------------------------------------------------------------------
# new method: screen_z
#--------------------------------------------------------------------------
def screen_z
return 100
end

#--------------------------------------------------------------------------
# new method: sprite
#--------------------------------------------------------------------------
def sprite
index = $game_party.battle_members.index(self)
return SceneManager.scene.spriteset.actor_sprites[index]
end

#--------------------------------------------------------------------------
# new method: character
#--------------------------------------------------------------------------
def character
return sprite.character_base
end

#--------------------------------------------------------------------------
# face_opposing_party
#--------------------------------------------------------------------------
def face_opposing_party
dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION
direction = Direction.opposite(dr)
character.set_direction(Direction.correct(direction)) rescue 0
end

#--------------------------------------------------------------------------
# forward_direction
#--------------------------------------------------------------------------
def forward_direction
return Direction.opposite(($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION))
end

end # Game_Actor

#==============================================================================
# ? ¥ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler

#--------------------------------------------------------------------------
# new method: sprite
#--------------------------------------------------------------------------
def sprite
return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
end

#--------------------------------------------------------------------------
# new method: character
#--------------------------------------------------------------------------
def character
return sprite
end

end # Game_Enemy

#==============================================================================
# ? ¥ Game_Troop
#==============================================================================

class Game_Troop < Game_Unit

#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias game_troop_setup_vb setup
def setup(troop_id)
game_troop_setup_vb(troop_id)
set_coordinates
end

#--------------------------------------------------------------------------
# new method: set_coordinates
#--------------------------------------------------------------------------
def set_coordinates
for member in members
member.origin_x = member.screen_x
member.origin_y = member.screen_y
member.create_move_to(member.screen_x, member.screen_y, 1)
end
end

end # Game_Troop

#==============================================================================
# ? ¥ Sprite_Battler
#==============================================================================

class Sprite_Battler < Sprite_Base

#--------------------------------------------------------------------------
# public instance_variable
#--------------------------------------------------------------------------
attr_accessor :character_base
attr_accessor :character_sprite

#--------------------------------------------------------------------------
# alias method: dispose
#--------------------------------------------------------------------------
alias sprite_battler_dispose_vb dispose
def dispose
dispose_character_sprite
sprite_battler_dispose_vb
end

#--------------------------------------------------------------------------
# new method: dispose_character_sprite
#--------------------------------------------------------------------------
def dispose_character_sprite
@character_sprite.dispose unless @character_sprite.nil?
end

#--------------------------------------------------------------------------
# alias method: update
#--------------------------------------------------------------------------
alias sprite_battler_update_vb update
def update
sprite_battler_update_vb
return if @battler.nil?
update_move_to
update_character_base
update_character_sprite
end

#--------------------------------------------------------------------------
# new method: update_character_base
#--------------------------------------------------------------------------
def update_character_base
return if @character_base.nil?
@character_base.update
end

#--------------------------------------------------------------------------
# new method: update_character_sprite
#--------------------------------------------------------------------------
def update_character_sprite
return if @character_sprite.nil?
@character_sprite.update
end

#--------------------------------------------------------------------------
# new method: update_move_to
#--------------------------------------------------------------------------
def update_move_to
@battler.update_move_to
end

#--------------------------------------------------------------------------
# new method: moving?
#--------------------------------------------------------------------------
def moving?
return false if @battler.nil?
return @battler.moving?
end

end # Sprite_Battler

#==============================================================================
# ? ¥ Sprite_BattleCharacter
#==============================================================================

class Sprite_BattleCharacter < Sprite_Character

#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
super(viewport, character)
character.sprite = self
end

end # Sprite_BattleCharacter

#==============================================================================
# ? ¥ Spriteset_Battle
#==============================================================================

class Spriteset_Battle

#--------------------------------------------------------------------------
# public instance_variable
#--------------------------------------------------------------------------
attr_accessor :actor_sprites
attr_accessor :enemy_sprites

#--------------------------------------------------------------------------
# overwrite method: create_actors
#--------------------------------------------------------------------------
def create_actors
total = $game_party.max_battle_members
@current_party = $game_party.battle_members.clone
@actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) }
for actor in $game_party.battle_members
@actor_sprites[actor.index].battler = actor
create_actor_sprite(actor)
end
end

#--------------------------------------------------------------------------
# new method: create_actor_sprite
#--------------------------------------------------------------------------
def create_actor_sprite(actor)
character = Game_BattleCharacter.new(actor)
character_sprite = Sprite_BattleCharacter.new(@viewport1, character)
@actor_sprites[actor.index].character_base = character
@actor_sprites[actor.index].character_sprite = character_sprite
actor.face_opposing_party
end

#--------------------------------------------------------------------------
# alias method: update_actors
#--------------------------------------------------------------------------
alias spriteset_battle_update_actors_vb update_actors
def update_actors
if @current_party != $game_party.battle_members
dispose_actors
create_actors
end
spriteset_battle_update_actors_vb
end

#--------------------------------------------------------------------------
# new method: moving?
#--------------------------------------------------------------------------
def moving?
return battler_sprites.any? {|sprite| sprite.moving? }
end

end # Spriteset_Battle

#==============================================================================
# ? ¥ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base

#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :spriteset

#--------------------------------------------------------------------------
# alias method: process_action_end
#--------------------------------------------------------------------------
alias scene_battle_process_action_end_vb process_action_end
def process_action_end
start_battler_move_origin
scene_battle_process_action_end_vb
end

#--------------------------------------------------------------------------
# alias method: execute_action
#--------------------------------------------------------------------------
alias scene_battle_execute_action_vb execute_action
def execute_action
start_battler_move_forward
scene_battle_execute_action_vb
end

#--------------------------------------------------------------------------
# new method: start_battler_move_forward
#--------------------------------------------------------------------------
def start_battler_move_forward
return if @subject.started_turn
@subject.started_turn = true
@subject.move_forward
wait_for_moving
end

#--------------------------------------------------------------------------
# new method: start_battler_move_origin
#--------------------------------------------------------------------------
def start_battler_move_origin
@subject.started_turn = nil
move_battlers_origin
wait_for_moving
@subject.face_opposing_party rescue 0
end

#--------------------------------------------------------------------------
# new method: move_battlers_origin
#--------------------------------------------------------------------------
def move_battlers_origin
for member in all_battle_members
next if member.dead?
next unless member.exist?
member.move_origin
end
end

#--------------------------------------------------------------------------
# new method: wait_for_moving
#--------------------------------------------------------------------------
def wait_for_moving
update_for_wait
update_for_wait while @spriteset.moving?
end

end # Scene_Battle

#==============================================================================
#
# ¥ End of File
#
#==============================================================================

(poo, my hide tags did not work)

Anyway I just want instructions on making one simple tweak. When party members die, they keep right on marching. They're in what the engine calls "step animation". I just want to make dead party members stop "marching in place". I don't even need them to lie down and play dead. It's just distracting as heck to me how they keep animating when they're dead.

Tanks you!
Marrend
Guardian of the Description Thread
21806
My testing seems to suggest that...

class Game_BattleCharacter < Game_Character
  def update
    super
    if @actor.death_state?
      @step_anime = false
    end
  end
end

...this code should work for what you want to happen.

*Edit: For full disclosure, I had this in an (otherwise) blank code-section, and not with the original Visual Battlers code.
Pages: 1