Simple Actor Picture whe selecting command!

Ozuma

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Hello people!
You know Actor Picture CM, a script to Ace, by Moghunter?
It's look like that:
 

 
If you do not, the script simply displays a picture (portrait) of the actor when it's your turn. 
I do not know JS (yet!) But I think it's a simple script for those who know the language.
 
In Moghunter version for Ace, the image has a breathing effect as well, and the image slides to the correct place while varying opacity, giving an incredible effect of appearance and disappearance, like Fade In. If that features delay the process, it' sokay, I'll implement it on their own.
 
I'm using Ellyes ATB, if it matters.
 
Here's the script for ACE, should help in something.
 

# ================================================= =============================# +++ MOG - ACTOR PICTURE CM (v2.1) +++# ================================================= =============================# By Moghunter# Https://atelierrgss.wordpress.com/# ================================================= =============================# Displays the image of the character while selecting commands with animated effects.# ================================================= =============================# ● Setting the name of the images of battlers.# ================================================= =============================# 1 - Images should be saved in the folder## GRAPHICS / PICTURES## 2 - Name the image files as follows.### ACTOR + ID## EG## ACTOR1.png## ================================================= =============================# ● History (Version History)# ================================================= =============================# V2.1 - Improved coding.# V2.0 - Correction of not updating the images of the battlers when you add or remove a battler in the middle of battle.# ================================================= =============================module MOG_ACTOR_PICTURE_CM  # Battler image position. (To make adjustments)  PICTURE_POSITION = [0, 0]    # Definition image opacity.  PICTURE_OPACITY = 255    # Speed ​​of slide  SLIDE_SPEED = 40    # Enable the effect of breathing image.  BREATH_EFFECT = true    # Image priority setting on the screen.  PICTURE_PRIORITY_Z = 101end$imported = {} if $imported.nil?$imported[:actor_picture_cm] = true#===============================================================================# ■ Game Temp#===============================================================================class Game_Temp attr_accessor :bpicture_cm_need_refresh #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_battler_cm_initialize initialize def initialize @bpicture_cm_need_refresh = false mog_battler_cm_initialize end end#===============================================================================# ■ Sprite_Battler_CM#===============================================================================class Sprite_Battler_CM < Sprite include MOG_ACTOR_PICTURE_CM #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(viewport = nil,battler_id = -1) super(viewport) filename = "Actor" + battler_id.to_s self.bitmap = Cache.picture(filename) rescue nil self.bitmap = Cache.picture("") if self.bitmap == nil sc = (Graphics.width / 2) - (self.bitmap.width / 2) + PICTURE_POSITION[0] @size = [self.bitmap.width + PICTURE_POSITION[0] ,sc] self.visible = false ; self.opacity = 0 ; self.z = PICTURE_PRIORITY_Z self.ox = 0 ; self.oy = self.bitmap.height ; self.x = -@size[0] self.y = (Graphics.height + 10) + PICTURE_POSITION[1] ; @cm_visible = false @breach_effect = [1.0,0] ; @battler_id = battler_id ; @active = false end #-------------------------------------------------------------------------- # ● Dispose #-------------------------------------------------------------------------- def dispose super self.bitmap.dispose end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update super update_slide end #-------------------------------------------------------------------------- # ● Active Battler #-------------------------------------------------------------------------- def active_battler(battler_id) @active = @battler_id == battler_id ? true : false self.visible = true if @active ; @cm_visible = false if !@active end #-------------------------------------------------------------------------- # ● Refresh Battler CM #-------------------------------------------------------------------------- def refresh_battler(cm_visible, battler_index) @cm_visible = cm_visible active_battler(battler_index) end #-------------------------------------------------------------------------- # ● Update Slide #-------------------------------------------------------------------------- def update_slide if !@cm_visible self.x -= SLIDE_SPEED if self.x > -@size[0] self.opacity -= 25 if self.x <= -@size[0] or self.opacity == 0 self.visible = false ; self.opacity = 0 ; self.x = -@size[0] end else self.x += SLIDE_SPEED if self.x < @size[1] self.x = @size[1] if self.x > @size[1] self.opacity += 10 if self.opacity < PICTURE_OPACITY self.opacity = PICTURE_OPACITY if self.opacity > PICTURE_OPACITY update_breath_effect end self.visible = false if can_force_hide? end #-------------------------------------------------------------------------- # ● Can Force Hide #-------------------------------------------------------------------------- def can_force_hide? return true if $game_temp.blitz_commands_phase if $imported[:mog_blitz_commands] return true if $game_temp.chain_action_phase if $imported[:mog_active_chain] return false end #-------------------------------------------------------------------------- # ● Update Breath Effect #-------------------------------------------------------------------------- def update_breath_effect return if !BREATH_EFFECT @breach_effect[1] += 1 case @breach_effect[1] when 0..30 ; @breach_effect[0] += 0.0004 when 31..50 ; @breach_effect[0] -= 0.0004 else ; @breach_effect[1] = 0 ; @breach_effect[0] = 1.truncate end self.zoom_y = @breach_effect[0] end #-------------------------------------------------------------------------- # ● Force Hide #-------------------------------------------------------------------------- def force_hide @cm_visible = false ; self.visible = false ; self.x = -@size[0] self.opacity = 0 end end#===============================================================================# ■ Spriteset_Battle#===============================================================================class Spriteset_Battle #-------------------------------------------------------------------------- # ● Create Actors #-------------------------------------------------------------------------- alias mog_battler_cm_create_actors create_actors def create_actors mog_battler_cm_create_actors create_battler_pictures end #-------------------------------------------------------------------------- # ● Dispose #-------------------------------------------------------------------------- alias mog_battler_cm_dispose dispose def dispose mog_battler_cm_dispose dispose_battler_cm end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias mog_battler_cm_update update def update mog_battler_cm_update update_battler_cm end #-------------------------------------------------------------------------- # ● Create Battler Pictures #-------------------------------------------------------------------------- def create_battler_pictures @battler_pictures = [] for i in $game_party.battle_members @battler_pictures.push(Sprite_Battler_CM.new(nil,i.id)) end end #-------------------------------------------------------------------------- # ● Dispose Battler CM #-------------------------------------------------------------------------- def dispose_battler_cm return if @battler_pictures == nil @battler_pictures.each {|sprite| sprite.dispose if sprite != nil } end #-------------------------------------------------------------------------- # ● Update Battler CM #-------------------------------------------------------------------------- def update_battler_cm refresh_battler_cm if $game_temp.bpicture_cm_need_refresh return if @battler_pictures == nil @battler_pictures.each {|sprite| sprite.update } end #-------------------------------------------------------------------------- # ● Update CM Pictures #-------------------------------------------------------------------------- def update_cm_picture(cm_visible, battler_index) return if @battler_pictures == nil @battler_pictures.each {|sprite| sprite.refresh_battler(cm_visible, battler_index) } end #-------------------------------------------------------------------------- # ● CM Force Hide #-------------------------------------------------------------------------- def cm_force_hide return if @battler_pictures == nil @battler_pictures.each {|sprite| sprite.force_hide } end #-------------------------------------------------------------------------- # ● Refresh Battler CM #-------------------------------------------------------------------------- def refresh_battler_cm $game_temp.bpicture_cm_need_refresh = false dispose_battler_cm ; create_battler_pictures end end#===============================================================================# ■ Scene_Battle#===============================================================================class Scene_Battle < Scene_Base if $imported["YEA-CommandEquip"] #-------------------------------------------------------------------------- # * Command Equip #-------------------------------------------------------------------------- alias mog_yfcm_command_equip command_equip def command_equip @spriteset.cm_force_hide mog_yfcm_command_equip end end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias mog_cm_picture_update_basic update_basic def update_basic mog_cm_picture_update_basic update_picture_visible end #-------------------------------------------------------------------------- # ● Update Battler CM Active #-------------------------------------------------------------------------- def update_picture_visible return if @actor_command_window.nil? cm_visible = can_cm_picture_visible? cm_id = BattleManager.actor.id rescue -1 @spriteset.update_cm_picture(cm_visible, cm_id) end #-------------------------------------------------------------------------- # ● Can CM Picture Visible #-------------------------------------------------------------------------- def can_cm_picture_visible? if $imported[:mog_atb_system] return false if $game_system.atb_type != 0 return false if $game_message.visible return false if $game_temp.battle_end return false if $game_temp.end_phase_duration[1] > 0 end return false if $imported[:mog_active_chain] and $game_temp.active_chain return false if $imported[:mog_blitz_commands] and $game_temp.blitz_commands_phase return false if @party_command_window.active return false if BattleManager.actor.nil? return false if @actor_window.active return false if @enemy_window.active return true if @actor_command_window.active return true if @item_window.active return true if @skill_window.active return false end end#==============================================================================# ** Game Interpreter#==============================================================================class Game_Interpreter #-------------------------------------------------------------------------- # ● Command_129 #-------------------------------------------------------------------------- alias mog_bpic_cm_command_129 command_129 def command_129 mog_bpic_cm_command_129 $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle) end #-------------------------------------------------------------------------- # ● Command 335 #-------------------------------------------------------------------------- alias mog_bpic_cm_command_335 command_335 def command_335 mog_bpic_cm_command_335 $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle) end end#==============================================================================# ** Game Party#==============================================================================class Game_Party < Game_Unit #-------------------------------------------------------------------------- # ● Swap Order #-------------------------------------------------------------------------- alias mog_bpic_cm_swap_order swap_order def swap_order(index1, index2) mog_bpic_cm_swap_order(index1, index2) $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle) end end
If I was not very clear, please tell me.
 

Any help is appreciated! Thanks in advance!
 
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Marillmau5

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please mark this answered moghunters has it up now it works great
 

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