Reedo 5 Posted September 14, 2013 (edited) Reedo's Simple Side Battle System Ace Edition (RSSBSACE)Version 1.7bSeptember 30, 2013By Reedo ReferencesNone. 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. FeaturesThis 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. 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 1.6 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 motion by weapon type. Ensures all animations play on 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. OptionsThere 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 = [3, 4, 6, 7, 8, 10, 14, 16, 17,18, 19, 21, 22, 24, 25, 27] 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) (player attacks) (player is hit) (victory dance) Known BugsNone at this time. Please report any found. RequirementsNone. This is a stand-alone script. InstallationPlug-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*. * If using Yanfly YEA Battle Engine, this script must be installed below the Yanfly script. ConfigurationThe 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. CompatibilityShould 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 ScriptsI have not yet tried any of Miss YanFly's scripts for Ace, but I expect there may be some contention between our two scripts. Although I suppose it is equally likely that her script will simply overwrite mine and everything will occur with her settings while my actors appear on screen. 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 This script is now confirmed compatible with the Yanfly YEA Battle Engine. ScriptHere 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 = 12.5 # Left position (in tiles) for first actor in party ACTOR_STAGGER = false # 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 maps end ############################################################################### ## 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[i] 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 end end class Game_Action def reedo_guard? return item == $data_skills[subject.guard_skill_id] end end class 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 end end class 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) end end class 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[i] 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[i] 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[i] 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[i].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[i] sc = @reedo_sprite_chars[i] 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 end end class 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 end end 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. Edited October 5, 2013 by Reedo 4 Bolaum, Wren, oriceles and 1 other reacted to this Share this post Link to post Share on other sites
+ dbchest 160 Posted September 14, 2013 (edited) plug and play, eh? got a scroll_type error. crashed immediately. edit: ah, nevermind. i was using battle test from the database, naturally there was no scroll_type detected. it works as desired. nice little script. Edited September 14, 2013 by Calintz Share this post Link to post Share on other sites
Wren 179 Posted September 14, 2013 Battle Systems! More systems, more options. Thanks for putting this out, will be looking into it soon. Share this post Link to post Share on other sites
KayDgirl91 99 Posted September 14, 2013 I like the simplicity of it. I think being able to see your characters while you are in battle really helps connect the player with the game. Kudos! Share this post Link to post Share on other sites
estriole 326 Posted September 17, 2013 good job. more choice of battle system would be nice for developer. i also like the simplicity. since sometimes developer don't need complex thing. Share this post Link to post Share on other sites
Reedo 5 Posted September 19, 2013 Updated script to correct bug when party attempted to escape battle. Added visual for escape (party turns and takes half a step). Share this post Link to post Share on other sites
bastian 2 Posted September 19, 2013 I'm getting this error: Share this post Link to post Share on other sites
Reedo 5 Posted September 19, 2013 (edited) I'm getting this error: That is the goofy forum trying to interpret !@subject as part of an email address. I've edited the code in the post so you can copy it into your game again or just go to that line (and another one beneath it) and get rid of the "mailto:" that the forum inserted. You'd think the forum would be smart enough to not attempt to resolve any smileys or URLs in a code block... but it might be because of that custom [ruby] tag... that implementation probably needs to be modified to remove the auto conversions. Edited September 19, 2013 by Reedo Share this post Link to post Share on other sites
bastian 2 Posted September 19, 2013 Oh, haha, yup, all fixed now. And quite a nice little plug-and-play sideview battle script. This is definitely going to be a big help to those who find Victor Battle Engine cumbersome, Yami's Symphony Battle too difficult to modify, and Tankentai too... in Japanese. My only suggestions are: 1) It's tricky to tell which character is "active" visually. I've seen other scripts "light them up" by causing their battler to lighten or to have them take a step forward or something; something like either of those things would be preferable. 2) I'm not really understanding the "tiles" organization for where the battlers are positioned; I think most of us are much more familiar with adjusting the X and Y. 3) The common arrangement for the battlers on the side is something like a diagonal line, but your arrangement has them in a straight line which is a lot less visually appealing, and I couldn't quite figure out how to adjust that to stagger them in a diagonal. Those are just very nitpicky things; I really think you did a fantastic job on the script and it will definitely be of help to a lot of people I bet. 1 Reedo reacted to this Share this post Link to post Share on other sites
Reedo 5 Posted September 20, 2013 Oh, haha, yup, all fixed now. And quite a nice little plug-and-play sideview battle script. This is definitely going to be a big help to those who find Victor Battle Engine cumbersome, Yami's Symphony Battle too difficult to modify, and Tankentai too... in Japanese. My only suggestions are: 1) It's tricky to tell which character is "active" visually. I've seen other scripts "light them up" by causing their battler to lighten or to have them take a step forward or something; something like either of those things would be preferable. 2) I'm not really understanding the "tiles" organization for where the battlers are positioned; I think most of us are much more familiar with adjusting the X and Y. 3) The common arrangement for the battlers on the side is something like a diagonal line, but your arrangement has them in a straight line which is a lot less visually appealing, and I couldn't quite figure out how to adjust that to stagger them in a diagonal. Those are just very nitpicky things; I really think you did a fantastic job on the script and it will definitely be of help to a lot of people I bet. Hi Bastian, thanks for this I'm looking at the "active character" thing... perhaps making it so that the actor is only stepping when it is their turn (and they can take an action on the turn). I'll probably try to work in a couple options and let the designer decide which to use. This ties in with a comment made in the other forum so I'm definitely looking into it. I try to use as much existing functionality as possible; in this case the script is reusing the map actors. The existing methods for moving actors around the map take arguments in the form of number of tiles to move, not number of pixels to move. Since I'm reusing the existing movement code, those methods are thinking in terms of "map tiles" (32x32 pixel squares, or the grid that appears on the map designer) even though the battle scene doesn't actually utilize a grid. So while this could be changed to take pixel dimensions, I think it is acceptable to keep the grid coordinates. It may actually be easier for a non-scripter to think of moving "1.0" as the distance of 1 tile on the map (versus thinking of pixels and display resolutions). Due to the way that Ace generates its battle back images, there is only a very small area of space where actor can be placed to still appear "on the ground" and not be covered by the battle menu windows. To accommodate this, I had to squish all of the actors into a tight formation. So while it would still be easy enough to rearrange them into an angled line, that angle would be long and shallow because the area they have to stand in is not very high. The first actor would have to be moved to the left quite a bit to make enough room for everyone. I didn't think it would look good. But, since this is a pretty subjective thing, I'll see about adding an option so that the designer can choose either formation. To be honest I kinda skimped on the formation part compared to the old VX script... so maybe I should make it a little more feature-rich. Features are great so long as I can maintain the simplicity. That's always been the top benefit of RSSBS. Share this post Link to post Share on other sites
bastian 2 Posted September 21, 2013 I like the idea of them standing still but then doing the step animation on their turn, that would definitely help make it obvious whose turn it was. 1 Wren reacted to this Share this post Link to post Share on other sites
Wren 179 Posted September 23, 2013 I like the idea of them standing still but then doing the step animation on their turn, that would definitely help make it obvious whose turn it was. I support this, still super simple yet super effective... (like a Pikachu attack on Squirtle) Share this post Link to post Share on other sites
Reedo 5 Posted September 24, 2013 The script has been updated to version 1.5 which now has the actors stepping as discussed. Initially the actors will be standing still. During command selection, the current actor will step if they are able to move. Also, an actor will step when they are executing their action or doing the victory dance. This was a little more involved to work into the script than I initially suspected so it is a permanent feature; the old way is not available via an option. Share this post Link to post Share on other sites
Wren 179 Posted September 25, 2013 We appreciate your hard work. I'll be looking into this script. 1 Reedo reacted to this Share this post Link to post Share on other sites
Macatlas 2 Posted September 26, 2013 I've encountered a bug when testing battles from the game editor: Script 'Game_Map' line 214: NoMethodError occured. undefined method 'scroll_type' for nil:NilClass (there are no other scripts installed) For some reason, I've been having trouble with various scripts conflicting with Ace's default methods and programs. I may need to reinstall my program, I'm unsure. If this issue is on my end then, well, I definitely need to reinstall. Share this post Link to post Share on other sites
+ dbchest 160 Posted September 26, 2013 @Macatlas. there is nothing wrong with your application. i received the same error when testing from the database. the scroll_type is data acquired from the map. since battle testing from the database does not load map data, this error is created. perhaps reedo will add an exception at some point to rescue the script from an unitialized scroll_type. Share this post Link to post Share on other sites
KayDgirl91 99 Posted September 26, 2013 Does anyone know if this script is compatible with Riff's Parallaxed BattleBacks? I'm at work right now and don't have means to test it till tonight. If no one has time today to test it I'll test it tonight and edit this post with the answer. Because that would be awesome if they would work together! Share this post Link to post Share on other sites
Reedo 5 Posted September 26, 2013 (edited) @Macatlas. there is nothing wrong with your application. i received the same error when testing from the database. the scroll_type is data acquired from the map. since battle testing from the database does not load map data, this error is created. perhaps reedo will add an exception at some point to rescue the script from an unitialized scroll_type. Well, that's not quite the issue... the script relies on a lot of existing functionality and a portion of it is located in the Game_Map. The answer was to provide the battle test with an instance of a map, so the script will use map #1 in your game (it doesn't really matter which map - any map will do). Its fixed now. - Bah, can't seem to make two posts in a row... they get merged... anyway - Ok folks, I've updated the script to add images of the character's weapon swinging when they attack, or a pulsing icon of the item or skill when they take those actions. Obviously this isn't going to look right for projectile weapons yet, so that will still have to be taken into consideration. But this should be a good start on the common request for action images. Please let me know if you find any issues. Edited September 26, 2013 by Reedo Share this post Link to post Share on other sites
Reedo 5 Posted September 26, 2013 Does anyone know if this script is compatible with Riff's Parallaxed BattleBacks? I'm at work right now and don't have means to test it till tonight. If no one has time today to test it I'll test it tonight and edit this post with the answer. Because that would be awesome if they would work together! Sorry but no. Let me know what you find though Share this post Link to post Share on other sites
Dark Messiah 1 Posted September 27, 2013 What are your terms of use on this script? Share this post Link to post Share on other sites
+ Sughayyer 163 Posted September 27, 2013 The new version is simply great. That's exactly what I was trying to do with that old script. I'm going to implement it on my game as well Share this post Link to post Share on other sites
Reedo 5 Posted September 29, 2013 The script has been updated to version 1.7. This version adds additional options for weapon icon movement on screen, corrects a bug if an escape attempt failed, and corrects an issue with placement of animations providing compatibility with Yanfly's Ace Engine. See the main thread for additional details. Share this post Link to post Share on other sites
Joel Wells 0 Posted October 5, 2013 (edited) I am getting this error. Edited October 5, 2013 by Joel Wells Share this post Link to post Share on other sites
Reedo 5 Posted October 5, 2013 I am getting this error. This has already been mentioned in the thread. Its this dumb forum trying to interpret code as an email address. I'll post again using the insert code button and forget trying to use the broken /ruby tag. Or just go to the main Ace forum and get the code from there. Share this post Link to post Share on other sites
Aureus 0 Posted December 13, 2013 This is awesome thank you so much. I've been trying to learn ruby just so I can understand these battle systems more, but I've been impatient because I wanted to add a side battle system NOW lol thanks to your easy but effective script I can learn ruby and have a good battle system in my game without waiting for my brain to figure out how it works thanks again! Share this post Link to post Share on other sites