RSSBSACE: Reedo's Simple Side Battle System Ace Edition

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by Reedo, Sep 17, 2013.

  1. Reedo

    Reedo Coder Veteran

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    Reedo's Simple Side Battle System Ace Edition (RSSBSACE)
    Version 1.7b
    September 30, 2013
    By Reedo

     
    References
    None. This is an original script by Reedo.
     
    Description
    This script is a recreation of the original RSSBS created for VX back at the end of 2009.  The script has been completely reworked for ACE.

    RSSBSACE offers a simple, plug-and-play, side-view-battle-system with no additional resource requirements.  This script is only a visual modification to the battle system and does not add any game-play mechanics.  RSSBSACE is designed for a high-degree of compatibility with other scripts.

    Features
    This simple SBS provides a classic "FF"-style side-battle experience.
     
    This script will:

    • Draw the party on the right side of the screen, facing left, using the actor graphic specified in the database and in a formation fitting the Ace battle background layout, or in a traditional angled line if the ACTOR_STAGGER option is set to false (v1.7b).
    • Place a shadow on the ground beneath living actors.
    • Show the actor's stepping animation on their turn and when acting, if able to take actions.
    • Make the actor step toward the enemy when taking an action other than guarding.
    • Show animations for all actor actions as defined in the database for the particular action being performed.
    • Show animations for all enemy actions as defined in the database, or a default animation if none is defined (e.g. normal attack)
    • Flash the actor red when they successfully receive a hostile action.
    • Show dead actors as faded, whitened, and rotated to lay on their back.
    • Make living actors perform a "victory dance" when the battle ends (they jump and spin).
    • Optionally "mirror" enemy images to make them face to the right.
           Version 1.2

    • Make actors step back when guarding.
    • Make actors start facing backward and jump when surprised.
    • Make actors start facing down and flashing white on preemptive strike.
           Version 1.4

    • Make actors face right and take half a step when attempting to escape from battle.
           Version 1.6

    • Show weapon or skill icon as moving (swinging, punching, or pulsing) graphic during actions.
    • Now compatible with "battle test" from within the database.
           Version 1.7

    • Provides options for weapon icons to punch, pulse or do nothing instead of swinging.
    • Ensures animations play only on the RSSBSACE on-screen actors

    As an additional feature, the script will force the game to attempt to load a tile-based battle background for any map type, not just maps using the field tile set.  Some of the floor tiles in the other tile sets will work to generate a battle background, so this allows you to use tile-based backgrounds in more of your maps.
     
    Options
    There are a few options at the top of the script which can be modified to change the positioning and movement of the actors, specify the mirrored enemies, and disable the forced tile-based battle backgrounds.  In most cases there will be no need to modify any of these options, other than the list of enemies to mirror.  This option looks like:

    FLIP_ENEMY = [ 2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17, 18, 19, 21, 22, 23, 25, 28, 29,]And each number is simply the ID of the enemy to flip.  This is the number preceding the enemy name in the Enemies tab of the database.
     
    Screen Shots

    (battle begins)

    RSSBS1.jpg
     

    (player attacks)

    RSSBS2.jpg
     

    (player is hit)

    RSSBS4.jpg
     

    (victory dance)
    RSSBS3.jpg
     
    Known Bugs
    None.

    Please report any found.

    9/18 - v1.4 - Corrected crash bug on escape command.  Thanks go to Lankaino for discovering this.

    9/28 - v1.7 - Corrected lock-up bug on escape failure.  Thanks go to Macatlas for discovering this.

    9/29 - v1.7a - Corrected deep-copy issue with YEA Victory Aftermath. Thanks go to xdrahcir for discovering this.

    9/30 - v1.7b - Corrected crash bug when actor had no weapon equipped. Thanks to comprisedpuma for finding this.
     
    Requirements
    None.  This is a stand-alone script.
     
    Installation
    Plug-and-Play
     
    Just insert a new script directly under Materials, name it RSSBSACE, and paste in the script code.

    For compatibility purposes it is typically best to insert RSSBSACE above all other scripts*.

    * Note that when using Yanfly YEA Battle Engine, this script must be below the Yanfly script.
     
    Configuration
    The only configuration necessary will be to arrange the troops such that the enemies are on the left-hand side of the screen.
     
    Go into the Troops tab of the database, select each troop used in your game and drag the enemy images to arrange them to your liking on the left side of the screen.
     
    All other configuration is optional via the "User Options" section at the top of the script.
     
    Compatibility

    Should be compatible with most other scripts.
     
    Obviously any other script which also modifies the battle scene may not be compatible, but this should mostly relate to visuals such as the placement of animations.  Any battle-addon which affect mechanics and not visuals should be compatible.
     
    The original RSSBS for VX was highly compatible with other scripts.  This version follows a similar design pattern so I expect it to also be highly compatible with other scripts. 

     
    A Note About YanFly Scripts
    We had a good deal of success between our scripts in the past so if this one turns out to have any issues I will do my best to set some time aside to correct my script and ensure as much compatibility with Miss YanFly's as possible.

    -Update-

    According to some of the posts below, YanFly's Ace engine may already provide a side-battle system.  If so, this script would not be necessary when using YanFly's engine.

    -Better Update!!-

    This script is now confirmed compatible with Yanfly YEA Battle Engine!

    Be sure to install this script beneath the Yanfly script.

    9/29 - Now compatible with YEA Victory Aftermath.
     
    Script
    Here is the complete RSSBSACE script:
     

    ################################################################################# RSSBSACE - Reedo's Simple Side Battle System (for VX ACE)## Version 1.7b## September 30, 2013## By Reedo################################################################################# REFERENCES#### None. This is an original script by Reedo.################################################################################# FEATURES#### + Draw the party on the right side of the screen, facing left, using the actor graphic specified in the database and in a formation fitting the Ace battle background layout.## + Place a shadow on the ground beneath living actors.## + Show the actor's stepping animation on their turn and when acting if able to take actions.## + Make the actor step toward the enemy when taking an action other than guarding.## + Show animations for all actor actions as defined in the database for the particular action being performed.## + Show animations for all enemy actions as defined in the database, or a default animation if none is defined (e.g. normal attack)## + Flash the actor red when they successfully receive a hostile action.## + Show dead actors as faded, whitened, and rotated to lay on their back.## + Make living actors perform a "victory dance" when the battle ends (they jump and spin).## + Optionally "mirror" enemy images to make them face to the right.## = Version 1.2 =## + Actors step back when guarding.## + Actors start facing backward and jump when surprised.## + Actors start facing down and flashing white on preemptive strike.## = Version 1.4 =## + Actors turn and move half a step to the right when attempting to flee.## = Version 1.6 =## + Show weapon or skill icon as moving (swinging, punching or pulsing) graphic during actions.## (by popular demand!)## + Now compatible with "battle test" from within the database.## = Version 1.7 =## + Additional options for weapon icon movement by weapon type.## + Corrected animations to only play on RSSBS visual battlers.## + Corrected bug on escape (caught by Macatlas - thanks!).## + Corrected bug on no weapon equipped (caught by comprisedpuma).################################################################################### COMPATIBILITY#### Should be compatible with most other scripts.#### OVERWRITES (1)## Spriteset_Battle.update_actors#### STATE CHANGES (1)## Map scroll position (display_x, display_y) is stored and set to 0,0 when## battle begins, and then is restored when battle ends.################################################################################# REQUIREMENTS#### None for installation and operation.#### However, enemy troops will need to be repositioned manually in the database## editor. This script may work best with all custom enemy images designed for## side-battle view.################################################################################# INSTALLATION#### Plug-and-play.#### Insert below Materials, above other add-on scripts.################################################################################# RIGHTS & RESTRICTIONS#### As with most Reedo scripts, this script is free to re-use, as-is, ## in personal, educational, and commercial RPGVX Ace development projects, ## providing that: this script is credited in writing displayed readily ## to the user of the final compiled code assembly.#### Reedo retains all rights of intellect and ownership.## You forego all rights of warranty by utilizing this script.################################################################################################################################################################ USER OPTIONS###############################################################################module REEDO_SBS ACTOR_START_TOP = 6.2 # Top position (in tiles) for first actor in party ACTOR_START_LEFT = 14.5 # Left position (in tiles) for first actor in party ACTOR_STAGGER = true # Enables staggered layout. Set false and chance start left to 12 for angled line. ACTOR_STAGGER_HORZ = 1.0 # The amount to recess each actor to the right (in tiles) ACTOR_STAGGER_VERT = 0.5 # The vertical spacing between characters (in tiles) ACTOR_STEPS_IN_OUT = 10 # The number of steps to take when moving to attack ACTOR_STEP_DISTANCE = 0.1 # The distance to move with each step (in tiles) ACTOR_DEATH_OPACITY = 125 # Transparency of dead actors ACTOR_DEATH_TONE = Tone.new(128, 128, 128, 0) # Overlay color of dead actors ACTOR_DEATH_ANGLE = 270 # Rotation angle of dead actor sprite ACTOR_DEATH_OFFSET_X = -0.6 # Offset in tiles for dead actors ACTOR_DEATH_OFFSET_Y = -0.2 # Offset in tiles for dead actors VICTORY_DANCE_ENABLED = true # Actors spin and jump on victory if alive and movable VICTORY_DANCE_JUMP_HEIGHT = 1.3 # The number of tiles an actor moves upward VICTORY_DANCE_JUMP_HOVER = 4 # The number of frames to wait in the air VICTORY_DANCE_JUMP_WAIT = 70 # The number of frames before jumping again ACTOR_SHADOW_IMAGE = "Shadow" # The name of the system image to use ACTOR_SHADOW_CUSTOM_PICTURE = nil # The name of a resource picture to use instead; nil to use system image PREEMPTIVE_TIME = 120 # The number of frames to flash white on preemptive strike SURPRISE_TIME = 90 # The number of frames to jump facing backward on surprise DAMAGE_RED_TIME = 15 # Number of frames actor turns red when damaged ATTACK_SKILL_ID = 1 # The Id in the database for the skill used as the default attack ENEMY_DEFAULT_ATTACK = 7 # AnimationId for enemy actions with no animation ACTION_SPRITE_INCREMENT = 5 # The amount of movement for swinging or pulsing action icons UNARMED_ICON = 175 # The icon to use if the actor has no weapon equipped. UNARMED_STYLE = 2 # The style to use when there is no weapon equipped. PUNCH_SPEED = 0.4 PUNCH_DISTANCE = 32 PULSE_WEAPON_TYPES = [] # Weapons with these weapon type ids will pulse like items or skills NO_MOVE_WEAPON_TYPES = [] # Weapons with these weapon type ids will show without moving PUNCH_WEAPON_TYPES = [2, 6, 10] # Weapons with these weapon type ids will move toward the enemy and back # All other weapon type ids will swing # Specify the ID of enemies who should have their image flipped in battle FLIP_ENEMY = [ 2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17, 18, 19, 21, 22, 23, 25, 28, 29, ] FORCE_AUTOTILE_BACKGROUND = true # attempt to use tile-based background on all mapsend################################################################################# MAIN SCRIPT################################################################################# EDITS BEYOND THIS POINT ARE AT YOUR OWN RISK!!!###############################################################################module BattleManager class << self alias reedo_sbs_bm_process_victory process_victory alias reedo_sbs_bm_process_escape process_escape alias reedo_sbs_bm_gain_exp gain_exp end def self.gain_exp if $imported && $imported["YEA-VictoryAftermath"] tmp_gc = [] $game_party.all_members.each do |actor| tmp_gc.push(actor.reedo_sbs_gc) actor.reedo_sbs_gc = nil if actor.reedo_sbs_gc end reedo_sbs_bm_gain_exp $game_party.all_members.each_with_index do |actor, i| actor.reedo_sbs_gc = tmp_gc end else reedo_sbs_bm_gain_exp end end def self.process_victory SceneManager.scene.reedo_victory_dance = true if REEDO_SBS::VICTORY_DANCE_ENABLED reedo_sbs_bm_process_victory end def self.process_escape SceneManager.scene.reedo_turn_and_run SceneManager.scene.reedo_cancel_run if !reedo_sbs_bm_process_escape end def self.reedo_preemptive? @preemptive end def self.reedo_surprise? @surprise end def self.reedo_get_actor_index return @actor_index endendclass Game_Action def reedo_guard? return item == $data_skills[subject.guard_skill_id] endendclass Game_Actor attr_accessor :reedo_sbs_gc attr_accessor :reedo_damage_time attr_accessor :reedo_is_acting alias reedo_sbs_ga_initialize initialize def initialize(actor_id) reedo_sbs_ga_initialize(actor_id) @reedo_damage_time = 0 @reedo_is_acting = false end alias reedo_sbs_ga_perform_damage_effect perform_damage_effect def perform_damage_effect @reedo_damage_time = REEDO_SBS::DAMAGE_RED_TIME reedo_sbs_ga_perform_damage_effect endendclass Game_Character attr_accessor :opacity attr_accessor :priority_type attr_accessor :reedo_start_top attr_accessor :reedo_jump_delta attr_accessor :reedo_shadow_sprite attr_accessor :reedo_is_dead attr_accessor :reedo_action_sprite attr_accessor :reedo_action_sprite_increment attr_accessor :reedo_action_style def reedo_step_on cmd = RPG::MoveCommand.new(Game_Character::ROUTE_STEP_ANIME_ON) process_move_command(cmd) end def reedo_step_off cmd = RPG::MoveCommand.new(Game_Character::ROUTE_STEP_ANIME_OFF) process_move_command(cmd) end def reedo_create_action_sprite(view) @reedo_action_style = 1 @reedo_action_sprite_increment = REEDO_SBS::ACTION_SPRITE_INCREMENT @reedo_action_sprite = Sprite_Base.new(view) @reedo_action_sprite.bitmap = Bitmap.new(24, 24) @reedo_action_sprite.src_rect = Rect.new(0, 0, 24, 24) @reedo_action_sprite.ox = 24 @reedo_action_sprite.oy = 24 @reedo_action_sprite.x = (self.x * 32) - 28 @reedo_action_sprite.y = (self.y * 32) + 18 @reedo_action_sprite.z = (self.priority_type * 100) + 1 @reedo_action_sprite.visible = false end def reedo_create_shadow_sprite(view) @reedo_shadow_sprite = Sprite_Base.new(view) bmp = Cache.picture(REEDO_SBS::ACTOR_SHADOW_CUSTOM_PICTURE) if REEDO_SBS::ACTOR_SHADOW_CUSTOM_PICTURE != nil bmp = Cache.system(REEDO_SBS::ACTOR_SHADOW_IMAGE) if bmp == nil @reedo_shadow_sprite.bitmap = bmp @reedo_shadow_sprite.src_rect = Rect.new(0, 0, bmp.width, bmp.height) @reedo_shadow_sprite.x = (self.x * 32) @reedo_shadow_sprite.y = (self.y * 32) @reedo_shadow_sprite.z = (self.priority_type * 100) - 1 end alias reedo_sbs_gc_update update def update reedo_sbs_gc_update @shadow_sprite.update if @shadow_sprite != nil end def reedo_draw_icon(icon_index) @reedo_action_sprite.bitmap.clear @reedo_action_sprite.visible = (icon_index > 0) return if icon_index < 0 bitmap = Cache.system("Iconset") rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) @reedo_action_sprite.bitmap.blt(0, 0, bitmap, rect, 255) endendclass Spriteset_Battle alias reedo_sbs_ssb_initialize initialize def initialize @reedo_dance_wait = 0 reedo_sbs_ssb_initialize end alias reedo_sbs_ssb_dispose dispose def dispose for actor in $game_party.battle_members actor.reedo_sbs_gc.reedo_action_sprite.dispose actor.reedo_sbs_gc.reedo_shadow_sprite.dispose actor.reedo_sbs_gc = nil end @reedo_sprite_chars.each {|sprite| sprite.dispose } reedo_sbs_ssb_dispose end alias reedo_sbs_ssb_create_actors create_actors def create_actors dispose_actors if @actor_sprites != nil reedo_sbs_ssb_create_actors @reedo_game_chars = [] @reedo_sprite_chars = [] @actor_sprites = [] @reedo_surprise_time = 0 @reedo_preemptive_time = 0 i = 1 for actor in $game_party.battle_members gc = Game_Character.new gc.set_graphic(actor.character_name, actor.character_index) if BattleManager.reedo_surprise? gc.set_direction(6) @reedo_surprise_time = REEDO_SBS::SURPRISE_TIME elsif BattleManager.reedo_preemptive? @reedo_preemptive_time = REEDO_SBS::pREEMPTIVE_TIME @reedo_preemptive_tone = 0 @reedo_preemptive_delta = 10 gc.set_direction(2) else gc.set_direction(4) end gc.priority_type = i bc = Sprite_Character.new(@viewport1, gc) sb = Sprite_Battler.new(@viewport1, actor) top = REEDO_SBS::ACTOR_START_TOP + (i * REEDO_SBS::ACTOR_STAGGER_VERT) left = REEDO_SBS::ACTOR_START_LEFT if REEDO_SBS::ACTOR_STAGGER left += REEDO_SBS::ACTOR_STAGGER_HORZ if i % 2 == 0 else left += REEDO_SBS::ACTOR_STAGGER_HORZ * i end gc.reedo_is_dead = false gc.reedo_start_top = top gc.reedo_jump_delta = -0.1 gc.moveto(left, top) gc.reedo_create_shadow_sprite(@viewport1) gc.reedo_create_action_sprite(@viewport1) bc.update @actor_sprites.push(sb) @reedo_sprite_chars.push(bc) @reedo_game_chars.push(gc) actor.reedo_sbs_gc = gc i += 1 end end alias reedo_sbs_ssb_create_enemies create_enemies def create_enemies reedo_sbs_ssb_create_enemies for sprite in @enemy_sprites sprite.mirror = true if REEDO_SBS::FLIP_ENEMY.include?(sprite.battler.enemy_id) end end alias reedo_sbs_ssb_create_blurry_background_bitmap create_blurry_background_bitmap def create_blurry_background_bitmap if REEDO_SBS::FORCE_AUTOTILE_BACKGROUND && !$BTEST tryName1 = battleback1_name return reedo_sbs_ssb_create_blurry_background_bitmap if tryName1 == nil wall = Cache.battleback1(tryName1) tryName2 = battleback2_name bitmap = Bitmap.new(640, 480) bitmap.blt(0, 0, wall, wall.rect) if tryName2 != nil floor = Cache.battleback2(tryName2) bitmap.blt(0, 320, floor, floor.rect) end bitmap else reedo_sbs_ssb_create_blurry_background_bitmap end end def reedo_update_victory_dance if @reedo_dance_wait == 0 @actor_sprites.each_with_index do |sprite, i| if sprite.battler.alive? && sprite.battler.movable? gc = @reedo_game_chars gc.moveto(gc.x, gc.y + gc.reedo_jump_delta) if gc.y < gc.reedo_start_top - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT gc.reedo_jump_delta = 0.1 @reedo_dance_wait = REEDO_SBS::VICTORY_DANCE_JUMP_HOVER end if gc.y > gc.reedo_start_top gc.reedo_jump_delta = -0.1 gc.set_direction(4) @reedo_dance_wait = REEDO_SBS::VICTORY_DANCE_JUMP_WAIT end if ((gc.y - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT) * 10).to_int % (REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT / 4 * 10).to_int == 0 if @reedo_dance_wait == 0 case gc.direction when 4; gc.set_direction(2) when 2; gc.set_direction(6) when 6; gc.set_direction(8) when 8; gc.set_direction(4) end end end end end else @reedo_dance_wait -= 1 end end def reedo_update_surprise @actor_sprites.each_with_index do |sprite, i| if sprite.battler.alive? && sprite.battler.movable? gc = @reedo_game_chars if @reedo_surprise_time > 1 gc.moveto(gc.x, gc.y + gc.reedo_jump_delta) if gc.y < gc.reedo_start_top - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT gc.reedo_jump_delta = 0.1 end if gc.y > gc.reedo_start_top gc.reedo_jump_delta = -0.1 end else gc.moveto(gc.x, gc.reedo_start_top) gc.set_direction(4) end end end @reedo_surprise_time -= 1 end def reedo_update_preemptive @actor_sprites.each_with_index do |sprite, i| if sprite.battler.alive? && sprite.battler.movable? sc = @reedo_sprite_chars if @reedo_preemptive_time > 1 sc.tone.set(@reedo_preemptive_tone,@reedo_preemptive_tone,@reedo_preemptive_tone) @reedo_preemptive_tone += @reedo_preemptive_delta @reedo_preemptive_delta *= -1 if @reedo_preemptive_tone >= 255 @reedo_preemptive_delta *= -1 if @reedo_preemptive_tone <= 0 else sc.tone.set(0,0,0) @reedo_game_chars.set_direction(4) end end end @reedo_preemptive_time -= 1 end def update_actors dance = false run = false if SceneManager.scene.is_a?(Scene_Battle) run = SceneManager.scene.reedo_run_away dance = SceneManager.scene.reedo_victory_dance reedo_update_victory_dance if dance end reedo_update_surprise if @reedo_surprise_time > 0 reedo_update_preemptive if @reedo_preemptive_time > 0 @actor_sprites.each_with_index do |sprite, i| gc = @reedo_game_chars sc = @reedo_sprite_chars if sprite.battler.movable? && (BattleManager.reedo_get_actor_index == i || sprite.battler.reedo_is_acting || dance || run) gc.reedo_step_on else gc.reedo_step_off end if gc.reedo_action_sprite.visible then if gc.reedo_action_style == 0 # swing gc.reedo_action_sprite.angle += gc.reedo_action_sprite_increment gc.reedo_action_sprite_increment *= -1 if (gc.reedo_action_sprite.angle > 90) || (gc.reedo_action_sprite.angle < 0) elsif gc.reedo_action_style == 1 # pulse gc.reedo_action_sprite.zoom_x += (gc.reedo_action_sprite_increment * 0.01) gc.reedo_action_sprite.zoom_y += (gc.reedo_action_sprite_increment * 0.01) gc.reedo_action_sprite_increment *= -1 if (gc.reedo_action_sprite.zoom_x > 2.0) || (gc.reedo_action_sprite.zoom_x < 1.0) elsif gc.reedo_action_style == 2 # punch gc.reedo_action_sprite.x += (gc.reedo_action_sprite_increment * REEDO_SBS::pUNCH_SPEED) gc.reedo_action_sprite_increment *= -1 if (gc.reedo_action_sprite.x < gc.reedo_shadow_sprite.x - REEDO_SBS::pUNCH_DISTANCE) || (gc.reedo_action_sprite.x > gc.reedo_shadow_sprite.x) end gc.reedo_action_sprite.update else gc.reedo_action_sprite.angle = 0 gc.reedo_action_sprite.zoom_x = 1.0 gc.reedo_action_sprite.zoom_y = 1.0 gc.reedo_action_sprite.x = gc.reedo_shadow_sprite.x end if sprite.battler.dead? if gc.reedo_is_dead == false gc.moveto(gc.x + REEDO_SBS::ACTOR_DEATH_OFFSET_X, gc.y + REEDO_SBS::ACTOR_DEATH_OFFSET_Y) gc.reedo_shadow_sprite.visible = false gc.opacity = REEDO_SBS::ACTOR_DEATH_OPACITY sc.angle = REEDO_SBS::ACTOR_DEATH_ANGLE sc.tone.set(REEDO_SBS::ACTOR_DEATH_TONE) gc.reedo_is_dead = true end else if gc.reedo_is_dead == true gc.moveto(gc.x - REEDO_SBS::ACTOR_DEATH_OFFSET_X, gc.y - REEDO_SBS::ACTOR_DEATH_OFFSET_Y) gc.reedo_shadow_sprite.visible = true gc.opacity = 255 sc.angle = 0 sc.tone.set(0,0,0) gc.reedo_is_dead = false end if sprite.battler.reedo_damage_time > 0 sc.tone.set(255,0,0) if sc.tone.red == 0 sprite.battler.reedo_damage_time -= 1 else sc.tone.set(0,0,0) if sc.tone.red == 255 end end sc.update gc.update sprite.update end end def reedo_game_char(index) @reedo_game_chars[index] end def reedo_sprite_char(index) @reedo_sprite_chars[index] end def reedo_actor_sprites @actor_sprites endendclass Scene_Battle attr_accessor :reedo_victory_dance attr_accessor :reedo_run_away attr_reader :subject alias reedo_sbs_sb_start start def start @reedo_victory_dance = false @reedo_run_away = false if !$BTEST @reedo_map_x = $game_map.display_x @reedo_map_y = $game_map.display_y $game_map.set_display_pos(0, 0) else $game_map = Game_Map.new $game_map.setup(1) end reedo_sbs_sb_start end alias reedo_sbs_sb_terminate terminate def terminate if !$BTEST $game_map.set_display_pos(@reedo_map_x, @reedo_map_y) end reedo_sbs_sb_terminate end alias reedo_sbs_sb_execute_action execute_action def execute_action if @subject.is_a?(Game_Actor) @subject.reedo_is_acting = true @spriteset.update_actors wait(15) if !@subject.current_action.reedo_guard? reedo_move_inout(-REEDO_SBS::ACTOR_STEP_DISTANCE) gc = @subject.reedo_sbs_gc iconidx = -1 if @subject.current_action.item.is_a?(RPG::Skill) if @subject.current_action.item.id == REEDO_SBS::ATTACK_SKILL_ID iconidx = @subject.weapons[0].icon_index if @subject.weapons[0] iconidx = REEDO_SBS::UNARMED_ICON if iconidx < 0 if iconidx == REEDO_SBS::UNARMED_ICON gc.reedo_action_style = REEDO_SBS::UNARMED_STYLE elsif REEDO_SBS::NO_MOVE_WEAPON_TYPES.include?(@subject.weapons[0].wtype_id) gc.reedo_action_style = 3 #none elsif REEDO_SBS::pUNCH_WEAPON_TYPES.include?(@subject.weapons[0].wtype_id) gc.reedo_action_style = 2 #punch elsif REEDO_SBS::pULSE_WEAPON_TYPES.include?(@subject.weapons[0].wtype_id) gc.reedo_action_style = 1 #pulse else gc.reedo_action_style = 0 #swing end else iconidx = @subject.current_action.item.icon_index gc.reedo_action_style = 1 #pulse end elsif @subject.current_action.item.is_a?(RPG::Item) iconidx = @subject.current_action.item.icon_index gc.reedo_action_style = 1 end gc.reedo_draw_icon(iconidx) else reedo_move_inout(REEDO_SBS::ACTOR_STEP_DISTANCE / 2) end end reedo_sbs_sb_execute_action if @subject.is_a?(Game_Actor) if !@subject.current_action.reedo_guard? gc = @subject.reedo_sbs_gc gc.reedo_draw_icon(-1) reedo_move_inout(REEDO_SBS::ACTOR_STEP_DISTANCE) else reedo_move_inout(-(REEDO_SBS::ACTOR_STEP_DISTANCE / 2)) end @subject.reedo_is_acting = false end end alias reedo_sbs_sb_show_animation show_animation def show_animation(targets, animation_id) oktargets = [] targets.each do |sprite| if sprite.is_a?(Game_Actor) if animation_id == -1 sprite.reedo_sbs_gc.animation_id = REEDO_SBS::ENEMY_DEFAULT_ATTACK else sprite.reedo_sbs_gc.animation_id = animation_id end else oktargets.push(sprite) end end reedo_sbs_sb_show_animation(oktargets, animation_id) end def reedo_move_inout(dist) i = 0 while i < REEDO_SBS::ACTOR_STEPS_IN_OUT gc = @subject.reedo_sbs_gc gc.moveto(gc.x + dist, gc.y) gc.reedo_shadow_sprite.x = (gc.x * 32) update_for_wait i += 1 end end def reedo_turn_and_run @reedo_run_away = true @spriteset.update_actors wait(15) @spriteset.reedo_actor_sprites.each_with_index do |sprite, i| gc = @spriteset.reedo_game_char(i) gc.set_direction(6) gc.moveto(gc.x + 0.5, gc.y) gc.reedo_shadow_sprite.x = (gc.x * 32) end end def reedo_cancel_run @reedo_run_away = false @spriteset.reedo_actor_sprites.each_with_index do |sprite, i| gc = @spriteset.reedo_game_char(i) gc.set_direction(4) gc.moveto(gc.x - 0.5, gc.y) gc.reedo_shadow_sprite.x = (gc.x * 32) end return false endend

    Summary

    With this script you can quickly and easily show your party on screen during battle with animations and effects and no special configuration beyond rearranging the enemy layout in your troops.

    Comments and suggestions are welcome.

    * End Note

    Special thanks to Vlue for pointing out proper way to alias a static method on a module.

    Also, special thanks to Macatlas for a bug find, but more, for contributing the necessary information and resources for the Yanfly compatibility fix!
     
    Last edited by a moderator: Oct 1, 2013
    #1
  2. Megablackdragon31

    Megablackdragon31 Veteran Veteran

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    Thanks you very much Reedo,i love this script... Just a little question,it is possible to show the walking animation only during actions?
     
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  3. Reedo

    Reedo Coder Veteran

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    Yes, probably, though it will take an edit of the script to add that functionality... perhaps I should also add stepping only for the actor whose turn it is... but then what would indicate that you are stunned or whatever and can't move... another visual effect?  These things seem possible, but they will have to be thought out to be implemented properly.  I'd wonder first how much other interest there was in this.
     
    #3
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  4. Engr. Adiktuzmiko

    Engr. Adiktuzmiko Chemical Engineer, Game Developer, Using BlinkBoy' Veteran

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    maybe it will work with Yanfly's... or YEA users can just use Yanfly's visual battlers since looking at the screenies, it seems like the only thing it has that Yanfly's does not have is that jump...
     
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  5. Reedo

    Reedo Coder Veteran

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    If she broke down (lol) and did a battle scene of her own then I would expect there would be no need to use this script at all with her Ace engine.  If we just need a victory dance add-on, that would probably be easy enough to factor out into its own script.
     
    #5
  6. Engr. Adiktuzmiko

    Engr. Adiktuzmiko Chemical Engineer, Game Developer, Using BlinkBoy' Veteran

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    btw, what does the FORCE_AUTOTILE_BACKGROUND field do?
     
    Last edited by a moderator: Sep 18, 2013
    #6
  7. Reedo

    Reedo Coder Veteran

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    That is the option which enables/disables the added feature:

    "As an additional feature, the script will force the game to attempt to load a tile-based battle background for any map type, not just maps using the field tile set.  Some of the floor tiles in the other tile sets will work to generate a battle background, so this allows you to use tile-based backgrounds in more of your maps."
     
    #7
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  8. Engr. Adiktuzmiko

    Engr. Adiktuzmiko Chemical Engineer, Game Developer, Using BlinkBoy' Veteran

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    So if it's enabled, it autocreates a battleback? if yes, wow... that's awesomeeeeeeeee... screenies of the created battlebacks?
     
    Last edited by a moderator: Sep 18, 2013
    #8
  9. Vlue

    Vlue Talent Extraordinaire Member

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    When I want to alias a method in a module, I just go:

    Code:
    module Module_Name  class << self  alias alias_name original_function  end  def original_function    alias_name  endend
    Don't know if that's what you mean or are looking for. (I just pretend to know that I know Ruby)
     
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  10. Engr. Adiktuzmiko

    Engr. Adiktuzmiko Chemical Engineer, Game Developer, Using BlinkBoy' Veteran

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    btw,  you can do the alias in one line...

    class << self ; alias alias_name original_function ; end
     
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  11. Reedo

    Reedo Coder Veteran

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    Ah that seems to work beautifully.  I assume it will carry through with multiple classes doing the aliasing (I've only tried rewriting one method so far).  I'll modify all of my modules to do this and see how it goes.  Thanks again so much for this tip... I searched all over trying to find that basic construct.
     
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  12. Reedo

    Reedo Coder Veteran

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    There's nothing to show.  Its the same functionality that the Field map uses if you do not set an explicit battle back for the map.  This option just makes it work on any of the map types, not just the Field map type.

    -edit-

    I should note that the feature tries to create the battle back... if there is no association for the floor tile you still get the swirly screen.  But at least you can be choosy about your floor tiles if you want to have battle backs generated in Exterior and Dungeon tile sets (you'll have to experiment to determine which tile work; I have not tried them all).
     
    Last edited by a moderator: Sep 18, 2013
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  13. Hiek

    Hiek Creator Veteran

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    There is an error on Line 361 when you try to escape a battle.

    reedo_update_victory_dance if SceneManager.scene.reedo_victory_danceAlso, is it possible for you to make the weapon icons appear like FF3?

    Melee attack example:





     
     
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  14. Reedo

    Reedo Coder Veteran

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    Thank so much for catching the error... I completely forgot to test escaping.  :p   The script has been updated to correct this issue and I also added a minor escape effect while I was at it (actors now turn and take half a step away when attempting to flee).

    As for the weapon images, I don't think it would be a good idea to try to use the icon images for this.  I'm not sure that the bitmap processing is efficient enough to support the various rotation and scaling that would be necessary to make it look right.  I might try playing around with the idea, but I tend to think this would turn out better if you made animations for the attacks and then played them (I realize that is a lot more work).
     
    #14
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  15. Nirwanda

    Nirwanda Procrastimancer Veteran

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    Ohhh, I remember using this on my failed VX project. Thanks a lot, Reedo, I can't wait to test this one out.
     
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  16. Reedo

    Reedo Coder Veteran

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    The script has been updated to version 1.5 providing a minor visual change as a result of feedback from the other forum.

    Actors will now initially stand still and step only when it is their turn to enter a command or execute an action.  Actors will also step when doing the victory dance.

    This change makes it easy to visually identify the current actor.
     
    #16
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  17. Megablackdragon31

    Megablackdragon31 Veteran Veteran

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    The only problems i noticed are that the character graphics are not updating,well at least with using tsukihime shapeshift states.

    And with victor sant state change animations,the battle animation is not showing during state inflinction or removing. But those issues are not related to this script,so are not that relevant.. Thanks you very much and keep up yor hard work,im following your battle since the first launch in Rpg Maker VX.
     
    Last edited by a moderator: Sep 25, 2013
    #17
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  18. Reedo

    Reedo Coder Veteran

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    Hi everyone.

    Version 1.6 is now available and by popular demand will show an icon for a character's current action!

    If the character is attacking, the icon for their weapon will show with a swinging animation.

    If the character is using an item or skill, the item or skill's icon will show with a pulsing animation.

    The one known issue is that the character will still swing a projectile weapon.  I haven't decided how best to handle this part yet so I've left it for a future (not too distant) update.  In the meantime I'm hoping you guys can give this some testing and see if there's anything else I missed, or messed up.  ;P

    The other change with v1.6 is that the script is now compatible with the "battle test" option in the troop editor of the database.
     
    #18
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  19. BeardBro

    BeardBro I think this line's mostly filler. Veteran

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    Great script, thanks Reedo. I made a post on another forum (I didn't realize you posted the script here) detailing the 'battle test' error, but that issue is taken care of.

    Now, I'm having a minor problem that with script compatibility. I'm using Yanfly's Battle Engine, and it works like a dream with RSSBS. However, whenever an enemy attacks, it displays two animations - one on the actor's picture in the battle menu, courtesy of Yanfly's Engine - and other on the actor's battler, which is a result of RSSBS. This isn't a glaring technical issue, so I understand if you put it on the backburner. Just figured I would make you aware of it.

    Again, thanks for the script. It's simple, effective, and very awesome to look at!
     
    Last edited by a moderator: Sep 27, 2013
    #19
  20. Engr. Adiktuzmiko

    Engr. Adiktuzmiko Chemical Engineer, Game Developer, Using BlinkBoy' Veteran

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    you have the option to just use Yanfly's visual battlers if you only want the battlers...
     
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