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[XP]Aveyond Exact Side View Battle Script Just Like The Witch and The Warrior #1
Offline   angelo0play
  Amaranthian
gold   20 Gold
Level : 3
EXP : 9
HP : 0 / 52
MP : 6 / 212
Note:I Go to the other topics i cant get the Script
and it wont work.
Could people pls give me script of it or can i have
permission! to get it!

Posted on: 2012/5/25 7:15
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Re: [XP]Aveyond Exact Side View Battle Script Just Like The Witch and The Warrior #2
Offline   daeva_agas
  Witches and Warlocks
gold   8549 Gold
Level : 52
EXP : 63
HP : 774 / 1290
MP : 1764 / 20055
Which one did you use and what didn't work? did an error message come up? did it just not change anything?

Posted on: 2012/5/25 16:48
_________________



Re: [XP]Aveyond Exact Side View Battle Script Just Like The Witch and The Warrior #3
Offline   angelo0play
  Amaranthian
gold   20 Gold
Level : 3
EXP : 9
HP : 0 / 52
MP : 6 / 212
i have sideview battle script but.. the enemy shows hp and theres no like a Party Hp menu =( (Sorry for my bad english)

Posted on: 2012/5/25 19:39
_________________
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Re: [XP]Aveyond Exact Side View Battle Script Just Like The Witch and The Warrior #4
Offline   shaz
  Administrator
gold   11449 Gold
Level : 68
EXP : 81
HP : 1695 / 1695
MP : 3989 / 26353
Where did you get your script? Can you provide a link? There are several side view battle systems available - we need to know which one you're using.

Posted on: 2012/5/25 20:02
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thousands of pixels were inconvenienced.


Re: [XP]Aveyond Exact Side View Battle Script Just Like The Witch and The Warrior #5
Offline   angelo0play
  Amaranthian
gold   20 Gold
Level : 3
EXP : 9
HP : 0 / 52
MP : 6 / 212
Here is my Side View Battle Script:

class Bitmap
if not method_defined?('original_draw_text')
alias original_draw_text draw_text
def draw_text
(*arg)

   
original_color self.font.color.dup
   self
.font.color Color.new(000128)

   if 
arg[0].is_a?(Rect
     
arg[0].+= 2
     arg
[0].+= 2
     self
.original_draw_text(*arg)
     
arg[0].-= 2
     arg
[0].-= 2
   
else
     
arg[0] += 2
     arg
[1] += 2
     self
.original_draw_text(*arg)
     
arg[0] -= 2
     arg
[1] -= 2
   end

   self
.font.color original_color
   self
.original_draw_text(*arg)

end
end
def gradation_rect
(xywidthheightcolor1color2align 0)
if 
align == 0
   
for i in x...width
     red   
color1.red + (color2.red color1.red) * (x) / (width 1)
     
green color1.green +
             (
color2.green color1.green) * (x) / (width 1)
     
blue  color1.blue +
             (
color2.blue color1.blue) * (x) / (width 1)
     
alpha color1.alpha +
             (
color2.alpha color1.alpha) * (x) / (width 1)
     
color Color.new(redgreenbluealpha)
     
fill_rect(iy1heightcolor)
   
end
elsif align 
== 1
   
for i in y...height
     red   
color1.red +
             (
color2.red color1.red) * (y) / (height 1)
     
green color1.green +
             (
color2.green color1.green) * (y) / (height 1)
     
blue  color1.blue +
             (
color2.blue color1.blue) * (y) / (height 1)
     
alpha color1.alpha +
             (
color2.alpha color1.alpha) * (y) / (height 1)
     
color Color.new(redgreenbluealpha)
     
fill_rect(xiwidth1color)
   
end
elsif align 
== 2
   
for i in x...width
     
for j in y...height
       red   
color1.red + (color2.red color1.red) *
               ((
x) / (width 1.0) + (y) / (height 1.0)) / 2
       green 
color1.green + (color2.green color1.green) *
               ((
x) / (width 1.0) + (y) / (height 1.0)) / 2
       blue  
color1.blue + (color2.blue color1.blue) *
               ((
x) / (width 1.0) + (y) / (height 1.0)) / 2
       alpha 
color1.alpha + (color2.alpha color1.alpha) *
               ((
x) / (width 1.0) + (y) / (height 1.0)) / 2
       color 
Color.new(redgreenbluealpha)
       
set_pixel(ijcolor)
     
end
   end
elsif align 
== 3
   
for i in x...width
     
for j in y...height
       red   
color1.red + (color2.red color1.red) *
             ((
width i) / (width 1.0) + (y) / (height 1.0)) / 2
       green 
color1.green + (color2.green color1.green) *
             ((
width i) / (width 1.0) + (y) / (height 1.0)) / 2
       blue  
color1.blue + (color2.blue color1.blue) *
             ((
width i) / (width 1.0) + (y) / (height 1.0)) / 2
       alpha 
color1.alpha + (color2.alpha color1.alpha) *
             ((
width i) / (width 1.0) + (y) / (height 1.0)) / 2
       color 
Color.new(redgreenbluealpha)
       
set_pixel(ijcolor)
     
end
   end
end
end
end

module RPG
class Sprite < ::Sprite
def damage
(valuecritical)
   
dispose_damage
   
if value.is_a?(Numeric)
     
damage_string value.abs.to_s
   
else
     
damage_string value.to_s
   end
   bitmap 
Bitmap.new(16048)
   
bitmap.font.name "Arial Black"
   
bitmap.font.size 32
   bitmap
.font.color.set(000)
   
bitmap.draw_text(-112-116036damage_string1)
   
bitmap.draw_text(+112-116036damage_string1)
   
bitmap.draw_text(-112+116036damage_string1)
   
bitmap.draw_text(+112+116036damage_string1)
   if 
value.is_a?(Numeric) and value 0
     bitmap
.font.color.set(176255144)
   else
     
bitmap.font.color.set(255255255)
   
end
   bitmap
.draw_text(01216036damage_string1)
   if 
critical
     bitmap
.font.size 20
     bitmap
.font.color.set(000)
     
bitmap.draw_text(-1, -116020"CRITICAL"1)
     
bitmap.draw_text(+1, -116020"CRITICAL"1)
     
bitmap.draw_text(-1, +116020"CRITICAL"1)
     
bitmap.draw_text(+1, +116020"CRITICAL"1)
     
bitmap.font.color.set(255255255)
     
bitmap.draw_text(0016020"CRITICAL"1)
   
end
   
@_damage_sprite = ::Sprite.new
   @
_damage_sprite.bitmap bitmap
   
@_damage_sprite.ox 80 self.viewport.ox
   
@_damage_sprite.oy 20 self.viewport.oy
   
@_damage_sprite.self.self.viewport.rect.x
   
@_damage_sprite.self.self.oy self.viewport.rect.y
   
@_damage_sprite.3000
   
@_damage_duration 40
end
def animation
(animationhit)
   
dispose_animation
   
@_animation animation
   
return if @_animation == nil
   
@_animation_hit hit
   
@_animation_duration = @_animation.frame_max
   animation_name 
= @_animation.animation_name
   animation_hue 
= @_animation.animation_hue
   bitmap 
RPG::Cache.animation(animation_nameanimation_hue)
   if @@
_reference_count.include?(bitmap)
     @@
_reference_count[bitmap] += 1
   
else
     @@
_reference_count[bitmap] = 1
   end
   
@_animation_sprites = []
   if @
_animation.position != or not @@_animations.include?(animation)
     for 
i in 0..15
       sprite 
= ::Sprite.new
       
sprite.bitmap bitmap
       sprite
.visible false
       
@_animation_sprites.push(sprite)
     
end
     unless 
@@_animations.include?(animation)
       @@
_animations.push(animation)
     
end
   end
   update_animation
end
def loop_animation
(animation)
   return if 
animation == @_loop_animation
   dispose_loop_animation
   
@_loop_animation animation
   
return if @_loop_animation == nil
   
@_loop_animation_index 0
   animation_name 
= @_loop_animation.animation_name
   animation_hue 
= @_loop_animation.animation_hue
   bitmap 
RPG::Cache.animation(animation_nameanimation_hue)
   if @@
_reference_count.include?(bitmap)
     @@
_reference_count[bitmap] += 1
   
else
     @@
_reference_count[bitmap] = 1
   end
   
@_loop_animation_sprites = []
   for 
i in 0..15
     sprite 
= ::Sprite.new
     
sprite.bitmap bitmap
     sprite
.visible false
     
@_loop_animation_sprites.push(sprite)
   
end
   update_loop_animation
end
def animation_set_sprites
(spritescell_dataposition)
   for 
i in 0..15
     sprite 
sprites[i]
     
pattern cell_data[i0]
     if 
sprite == nil or pattern == nil or pattern == -1
       sprite
.visible false if sprite != nil
       next
     end
     sprite
.visible true
     sprite
.src_rect.set(pattern 192pattern 192192192)
     if 
position == 3
       
if self.viewport != nil
         sprite
.self.viewport.rect.width 2
         sprite
.self.viewport.rect.height 160
       
else
         
sprite.320
         sprite
.240
       end
     
else
       
sprite.self.self.viewport.rect.-
                   
self.ox self.src_rect.width 2
       sprite
.self.self.viewport.rect.-
                   
self.oy self.src_rect.height 2
       sprite
.-= self.src_rect.height if position == 0
       sprite
.+= self.src_rect.height if position == 2
     end
     sprite
.+= cell_data[i1]
     
sprite.+= cell_data[i2]
     
sprite.2000
     sprite
.ox 96
     sprite
.oy 96
     sprite
.zoom_x cell_data[i3] / 100.0
     sprite
.zoom_y cell_data[i3] / 100.0
     sprite
.angle cell_data[i4]
     
sprite.mirror = (cell_data[i5] == 1)
     
sprite.opacity cell_data[i6] * self.opacity 255.0
     sprite
.blend_type cell_data[i7]
   
end
end
end
end

class Game_Actor Game_Battler
def screen_x
   
if self.index != nil
   n_split 
= [($game_party.actors.length 0.5).ceil4].min
   
case n_split
   when 1
     n_index 
self.index 2
   when 2
     
if self.index < ($game_party.actors.length 2)
       
n_index 0.5 + (self.index)
     else
       if 
$game_party.actors.length == 3 then
         n_index 
= (self.index 2) + 2
       elsif $game_party
.actors.length == 4 then
         n_index 
self.index 2
       end
     end
   when 3
       n_index 
self.index + (0.25 * (self.index 1))
     if 
$game_party.actors.length == 5
     
if self.index 2
       n_index 
self.index + (0.25 * (self.index 1))
     else
       
n_index self.index + (0.25 * (self.index 2)) + 1
     end
     end
   when 4
     n_index 
self.index
     
if $game_party.actors.length == 7
     
if self.index 3
       n_index 
self.index
     
else
       
n_index self.index 1
     end
     end
   end
     
return (n_index - ((n_index 4).floor) * 4) * ((160 / (4)) / 5) + 480 + ((n_index 4).floor 60)
   else
     return 
0
   end
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
   n_split 
= [($game_party.actors.length 0.5).ceil4].min
   
case n_split
   when 1
     n_index 
self.index 2
   when 2
     
if self.index < ($game_party.actors.length 2)
       
n_index 0.5 + (self.index)
     else
       if 
$game_party.actors.length == 3 then
         n_index 
= (self.index 2) + 2
       elsif $game_party
.actors.length == 4 then
         n_index 
self.index 2
       end
     end
   when 3
       n_index 
self.index + (0.25 * (self.index 1))
     if 
$game_party.actors.length == 5
     
if self.index 2
       n_index 
self.index + (0.25 * (self.index 1))
     else
       
n_index self.index + (0.25 * (self.index 2)) + 1
     end
     end
   when 4
     n_index 
self.index
     
if $game_party.actors.length == 7
     
if self.index 3
       n_index 
self.index
     
else
       
n_index self.index 1
     end
     end
   end
   
return (n_index - ((n_index 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index 4).floor * (110 - (20)))
end
#--------------------------------------------------------------------------
# ? ????? Z ?????
#--------------------------------------------------------------------------
def screen_z
   
# ??????????? Z ?????????
   
if self.index != nil
     
return self.index
   
else
     return 
0
   end
end
end

class Game_Enemy Game_Battler
def screen_x
   n_split 
= [($game_troop.enemies.length 0.5).ceil4].min
   
case n_split
   when 1
     n_index 
self.index 2
   when 2
     
if self.index < ($game_troop.enemies.length 2)
       
n_index 0.5 + (self.index)
     else
       if 
$game_troop.enemies.length == 3 then
         n_index 
= (self.index 2) + 2
       elsif $game_troop
.enemies.length == 4 then
         n_index 
self.index 2
       end
     end
   when 3
       n_index 
self.index + (0.25 * (self.index 1))
     if 
$game_troop.enemies.length == 5
     
if self.index 2
       n_index 
self.index + (0.25 * (self.index 1))
     else
       
n_index self.index + (0.25 * (self.index 2)) + 2
     end
     end
   when 4
     n_index 
self.index
     
if $game_troop.enemies.length == 7
     
if self.index 3
       n_index 
self.index
     
else
       
n_index self.index 1
     end
     end
   end
   
return (n_index - ((n_index 4).floor) * 4) * ((-160 / (4)) / 5) + 160 - ((n_index 4).floor 60)
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
   n_split 
= [($game_troop.enemies.length 0.5).ceil4].min
   
case n_split
   when 1
     n_index 
self.index 2
   when 2
     
if self.index < ($game_troop.enemies.length 2)
       
n_index 0.5 + (self.index)
     else
       if 
$game_troop.enemies.length == 3 then
         n_index 
= (self.index 2) + 2
       elsif $game_troop
.enemies.length == 4 then
         n_index 
self.index 2
       end
     end
   when 3
       n_index 
self.index + (0.25 * (self.index 1))
     if 
$game_troop.enemies.length == 5
     
if self.index 2
       n_index 
self.index + (0.25 * (self.index 1))
     else
       
n_index self.index + (0.25 * (self.index 2)) + 1
     end
     end
   when 4
     n_index 
self.index
     
if $game_troop.enemies.length == 7
     
if self.index 3
       n_index 
self.index
     
else
       
n_index self.index 1
     end
     end
   end
   
return (n_index - ((n_index 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index 4).floor * (110 - (20)))
end
#--------------------------------------------------------------------------
# ? ????? Z ?????
#--------------------------------------------------------------------------
def screen_z
   
return @member_index 1
end
end

#==============================================================================
# ¦ Sprite_Battler
#------------------------------------------------------------------------------
#  ????????????????Game_Battler ???????????????
# ????????????????????
#==============================================================================

class Sprite_Battler RPG::Sprite
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :battler                  # ????
attr_accessor :moving        # Is the sprite moving?
attr_reader   :index
attr_accessor 
:target_index
attr_accessor 
:direction
attr_accessor 
:pattern
#--------------------------------------------------------------------------
# ? ?????????
#     viewport : ??????
#     battler  : ???? (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewportbattler nil)
   
super(viewport)
   
change
   
@old Graphics.frame_count  # For the delay method
   
@goingup true    # Increasing animation? (if @rm2k_mode is true)
   
@once false      # Is the animation only played once?
   
@animated true   # Used to stop animation when @once is true
   
self.opacity 0
   
@index 0
   
@pattern_b 0
   
@counter_b 0
   
@trans_sprite Sprite.new
   @
trans_sprite.opacity 0
   
@bar_hp_sprite Sprite.new
   @
bar_hp_sprite.bitmap Bitmap.new(6410)
   @
bar_sp_sprite Sprite.new
   @
bar_sp_sprite.bitmap Bitmap.new(6410)
   @
color1 Color.new(000192)
   @
color2 Color.new(255255192192)
   @
color3 Color.new(000192)
   @
color4 Color.new(6400192)
   @
old_hp = -1
   
@old_sp = -1
   
@battler battler
   
@battler_visible false
   
@first true
   
@pattern 0
   
if $target_index == nil
     $target_index 
0
   end
   
@battler.is_a?(Game_Enemy) ? enemy_pose(01) : pose(01)
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
   
if self.bitmap != nil
     self
.bitmap.dispose
   end
   
if @trans_sprite.bitmap != nil
     
@trans_sprite.bitmap.dispose
   end
   
@trans_sprite.dispose
   
@bar_hp_sprite.bitmap.dispose
   
@bar_hp_sprite.dispose
   
@bar_sp_sprite.bitmap.dispose
   
@bar_sp_sprite.dispose
   super
end

def change
(frames 0delay 0offx 0offy 0startf 0once false)
   @
frames frames
   
@delay delay
   
@offset_x, @offset_y offxoffy
   
@current_frame startf
   
@once once
   
@goingup true
   
@animated true
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
   bar_check 
true if @_damage_duration == 1
   super
   
@trans_sprite.blend_type self.blend_type
   
@trans_sprite.color self.color
   
if @_collapse_duration 0
     
@trans_sprite.opacity self.opacity
   
else
     @
trans_sprite.opacity = [self.opacity160].min
   end
   
if (@_damage_duration == and bar_check == true) or @first == true
     
@first false if @first == true
     bar_check 
false
     
@bar_must_change true
   end
   
@bar_hp_sprite.opacity self.opacity
   
@bar_sp_sprite.opacity self.opacity
   
# ????? nil ???
   
if @battler == nil
     self
.bitmap nil
     
@trans_sprite.bitmap nil
     loop_animation
(nil)
     return
   
end
   
# ????????????????????
   
if @battler.battler_name != @battler_name or
      @
battler.battler_hue != @battler_hue
     
# ????????????
     
@battler_name = @battler.battler_name
     
@battler_hue = @battler.battler_hue
     
if @battler.is_a?(Game_Actor)
       @
battler_name = @battler.character_name
       
@battler_hue = @battler.character_hue
       
@direction 4
     
else
       @
direction 6
     end
       self
.bitmap RPG::Cache.character(@battler_name, @battler_hue)
       @
width bitmap.width 4
       
@height bitmap.height 4
       
@frame_width = @width
       
@frame_height = @height
       self
.ox = @width 2
       self
.oy = @height
       
@pattern = @current_frame
       
@direction = @offset_y
       sx 
= @pattern * @width
       sy 
= (@direction 2) / * @height
       self
.src_rect.set(sxsy, @width, @height)
       @
current_frame = (@current_frame 1unless @frames == 0
       
@animated false if @current_frame == @frames and @once
       
@current_frame %= @frames
       
@trans_sprite.bitmap self.bitmap
       
@trans_sprite.ox self.ox
       
@trans_sprite.oy self.oy
       
@trans_sprite.src_rect.set(sxsy, @width, @height)
     
# ?????????????????? 0 ???
     
if @battler.dead? or @battler.hidden
       self
.opacity 0
       
@trans_sprite.opacity 0
       
@bar_hp_sprite.opacity 0
       
@bar_sp_sprite.opacity 0
     end
   self
.= @battler.screen_x
   self
.= @battler.screen_y
   self
.= @battler.screen_z
end
change_sp_bar 
if @old_sp != @battler.sp
if delay(@delay) and @animated
     
@pattern = @current_frame
     
@direction = @offset_y
     sx 
= @pattern * @width
     sy 
= (@direction 2) / * @height
     self
.src_rect.set(sxsy, @width, @height)
     @
current_frame = (@current_frame 1unless @frames == 0
     
@animated false if @current_frame == @frames and @once
     
@current_frame %= @frames
     
@trans_sprite.ox self.ox
     
@trans_sprite.oy self.oy
     
@trans_sprite.src_rect.set(sxsy, @width, @height)
   
end
   
# ??????? ID ????????????
   
if @battler.damage == nil and
      @
battler.state_animation_id != @state_animation_id
     
@state_animation_id = @battler.state_animation_id
     loop_animation
($data_animations[@state_animation_id])
   
end
   
# ??????????????
   #if @battler.is_a?(Game_Actor) and @battler_visible
     # ???????????????????????
     #if $game_temp.battle_main_phase
       #self.opacity += 3 if self.opacity < 255
     #else
       #self.opacity -= 3 if self.opacity > 207
     #end
   #end
   # ??
   
if @battler.blink
     blink_on
   
else
     
blink_off
   end
   
# ??????
   
unless @battler_visible
     
# ??
     
if not @battler.hidden and not @battler.dead? and
        (@
battler.damage == nil or @battler.damage_pop)
       
appear
       
@battler_visible true
     end
   end
   
# ?????
   
if @battler_visible
     
# ??
     
if @battler.hidden
       $game_system
.se_play($data_system.escape_se)
       
escape
       
@trans_sprite.opacity 0
       
@battler_visible false
     end
     
# ??????
     
if @battler.white_flash
       whiten
       
@battler.white_flash false
     end
     
# ???????
     
if @battler.animation_id != 0
       animation 
$data_animations[@battler.animation_id]
       
animation(animation, @battler.animation_hit)
       @
battler.animation_id 0
     end
     
# ????
     
if @battler.damage_pop
       damage
(@battler.damage, @battler.critical)
       @
battler.damage nil
       
@battler.critical false
       
@battler.damage_pop false
     end
     
if @bar_must_change == true
       
@bar_must_change false
       
if @old_hp != @battler.hp
         change_hp_bar
       end
       
if @battler.damage == nil and @battler.dead?
         if @
battler.is_a?(Game_Enemy)
           
$game_system.se_play($data_system.enemy_collapse_se)
         else
           
$game_system.se_play($data_system.actor_collapse_se)
         
end
         collapse
         
@battler_visible false
       end
     end
   end
   
# ???????????
   
@trans_sprite.self.x
   
@trans_sprite.self.y
   
@trans_sprite.self.z
   
@bar_hp_sprite.= @battler.screen_x 32
   
@bar_hp_sprite.= @battler.screen_y - (@height +18) if @height != nil
   
@bar_hp_sprite.100
   
@bar_sp_sprite.= @battler.screen_x 32
   
@bar_sp_sprite.= @battler.screen_y - (@height 8) if @height != nil
   
@bar_sp_sprite.100
end

#--------------------------------------------------------------------------
# - Move the sprite
#   x : X coordinate of the destination point
#   y : Y coordinate of the destination point
#   speed : Speed of movement (0 = delayed, 1+ = faster)
#   delay : Movement delay if speed is at 0
#--------------------------------------------------------------------------
def move(xyspeed 1delay 0)
   @
destx x
   
@desty y
   
@move_speed speed
   
@move_delay delay
   
@move_old Graphics.frame_count
   
@moving true
end

#--------------------------------------------------------------------------
# - Move sprite to destx and desty
#--------------------------------------------------------------------------
def update_move
   
return unless @moving
   movinc 
= @move_speed == : @move_speed
   
if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
     self
.+= movinc if self.< @destx
     self
.-= movinc if self.> @destx
     self
.+= movinc if self.< @desty
     self
.-= movinc if self.> @desty
     
@move_old Graphics.frame_count
   end
   
if @move_speed 1  # Check if sprite can't reach that point
     
self.= @destx if (@destx self.x).abs % @move_speed != and
                        (@
destx self.x).abs <= @move_speed
     self
.= @desty if (@desty self.y).abs % @move_speed != and
                        (@
desty self.y).abs <= @move_speed
   end
   
if self.== @destx and self.== @desty
     
@moving false
   end
end

#--------------------------------------------------------------------------
# - Pause animation, but still updates movement
#   frames : Number of frames
#--------------------------------------------------------------------------
def delay(frames)
   
update_move
   
if (Graphics.frame_count - @old >= frames)
     @
old Graphics.frame_count
     
return true
   end
   
return false
end

def change_hp_bar
   j 
false
  
@old_hp = @battler.hp if @old_hp == -1
   i 
= @old_hp
   loop 
do
     
-= 10
     
if < @battler.hp
       i 
= @battler.hp
       j 
true
     end
     rate 
i.to_f / @battler.maxhp
     
@color5 Color.new(80 24 rate80 rate14 rate192)
     @
color6 Color.new(240 72 rate240 rate62 rate192)
     @
bar_hp_sprite.bitmap.clear
     
@bar_hp_sprite.bitmap.fill_rect(006410, @color1)
     @
bar_hp_sprite.bitmap.fill_rect(11628, @color2)
     @
bar_hp_sprite.bitmap.gradation_rect(22606, @color3, @color41)
     
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
     
@bar_hp_sprite.bitmap.gradation_rect(2264 rate 46, @color5, @color62)
     
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
     
@bar_hp_sprite.opacity self.opacity
     Graphics
.update
     
if == true
       j 
false
       
break
     
end
   end
   
@old_hp = @battler.hp
end

def change_sp_bar
   j 
false
  
@old_sp = @battler.sp if @old_sp == -1
   i 
= @old_sp
   loop 
do
     
-= 10
     
if < @battler.sp
       i 
= @battler.sp
       j 
true
     end
     rate 
i.to_f / @battler.maxsp
     
@color7 Color.new(14 rate80 24 rate80 rate192)
     @
color8 Color.new(62 rate240 72 rate240 rate192)
     @
bar_sp_sprite.bitmap.clear
     
@bar_sp_sprite.bitmap.fill_rect(006410, @color1)
     @
bar_sp_sprite.bitmap.fill_rect(11628, @color2)
     @
bar_sp_sprite.bitmap.gradation_rect(22606, @color3, @color41)
     
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
     
@bar_sp_sprite.bitmap.gradation_rect(2264 rate 46, @color7, @color80)
     
#@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
     
@bar_sp_sprite.opacity self.opacity
     Graphics
.update
     
if == true
       j 
false
       
break
     
end
   end
   
@old_sp = @battler.sp
end

def enemy                                             
#
   
$target_index += $game_troop.enemies.size
   $target_index 
%= $game_troop.enemies.size
   
return $game_troop.enemies[$target_index]           #
end                                                   #

def actor                                             #
   
$target_index += $game_party.actors.size
   $target_index 
%= $game_party.actors.size
   
return $game_party.actors[$target_index]            #
end

def index
=(index)
   @
index index
   update
end

   def pose
(numberframes 4)
   case 
number
   when 0
     change
(frames4040)
   
when 1
     change
(frames404)
   
when 2
     change
(frames406)
   else
     
change(frames4000)
   
end
end

   def enemy_pose
(number ,enemy_frames 4)
   case 
number
   when 0
     change
(enemy_frames4060)
   
when 1
     change
(enemy_frames404)
   
when 2
     change
(enemy_frames406)
   else
     
change(enemy_frames4000)
   
end
end

def default_pose
   pose
(01)
end
end

#==============================================================================
# ¦ Spriteset_Battle
#------------------------------------------------------------------------------
#  ???????????????????????????? Scene_Battle ??
# ????????????
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader   :viewport1                # ????????????
attr_reader   :viewport2                # ????????????
attr_accessor :actor_sprites
attr_accessor 
:enemy_sprites
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
   
# ?????????
   
@viewport1 Viewport.new(00640480)
   @
viewport2 Viewport.new(00640480)
   @
viewport3 Viewport.new(00640480)
   @
viewport4 Viewport.new(00640480)
   @
viewport2.101
   
@viewport3.200
   
@viewport4.5000
   
if $game_temp.battleback_name == ""
   
@battleback_sprite nil
   
@tilemap Tilemap.new(@viewport1)
   @
tilemap.tileset RPG::Cache.tileset($game_map.tileset_name)
   for 
i in 0..6
     autotile_name 
$game_map.autotile_names[i]
     @
tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
   
end
   
@tilemap.map_data $game_map.data
   
@tilemap.priorities $game_map.priorities
   
else
   
# ??????????????
   
@tilemap nil
   
@battleback_sprite Sprite.new(@viewport1)
   
end
   
# ????????????
   
@enemy_sprites = []
   for 
enemy in $game_troop.enemies#.reverse
     
@enemy_sprites.push(Sprite_Battler.new(@viewport1enemy))
   
end
   
# ????????????
   
@actor_sprites = []
   for 
j in 0..7
       
# ƒAƒNƒ^[ƒXƒvƒ‰ƒCƒg‚ð’ljÁ
       
@actor_sprites.push(Sprite_Battler.new(@viewport1$game_party.actors[j]))
   
end
   
# ?????
   
@weather RPG::Weather.new(@viewport1)
   
# ????????????
   
@picture_sprites = []
   for 
i in 51..100
     
@picture_sprites.push(Sprite_Picture.new(@viewport3,
       
$game_screen.pictures[i]))
   
end
   
# ????????????
   
@timer_sprite Sprite_Timer.new
   
# ??????
   
update
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
   
if @tilemap != nil
   
# ?????????
   
@tilemap.tileset.dispose
   
for i in 0..6
     
@tilemap.autotiles[i].dispose
   end
   
@tilemap.dispose
   end
   
# ??????????????
   
if @battleback_sprite != nil
   
# ??????????????????????
   
if @battleback_sprite.bitmap != nil
     
@battleback_sprite.bitmap.dispose
   end
   
@battleback_sprite.dispose
   end
   
# ??????????????????????
   
for sprite in @enemy_sprites + @actor_sprites
     sprite
.dispose
   end
   
# ?????
   
@weather.dispose
   
# ????????????
   
for sprite in @picture_sprites
     sprite
.dispose
   end
   
# ????????????
   
@timer_sprite.dispose
   
# ?????????
   
@viewport1.dispose
   
@viewport2.dispose
   
@viewport3.dispose
   
@viewport4.dispose
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def effect?
   
# ??????????????? true ???
   
for sprite in @enemy_sprites + @actor_sprites
     
return true if sprite.effect?
   
end
   
return false
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
   
# ???????????????????????
   
if @battleback_sprite != nil
   
if @battleback_name != $game_temp.battleback_name
     
@battleback_name $game_temp.battleback_name
     
if @battleback_sprite.bitmap != nil
       
@battleback_sprite.bitmap.dispose
     end
     bg_bitmap 
RPG::Cache.battleback(@battleback_name)
     
bg_bitmap_stretch Bitmap.new(640480)
     
bg_bitmap_stretch.stretch_blt(Rect.new(00640480), bg_bitmapbg_bitmap.rect)
     @
battleback_sprite.bitmap bg_bitmap_stretch
   end
   end
   
if @tilemap != nil
   
@tilemap.ox $game_map.display_x 4
   
@tilemap.oy $game_map.display_y 4
   
@tilemap.update
   end
   
# ????????????
   
for sprite in @enemy_sprites + @actor_sprites
     sprite
.update
   end
   
# ???????????
   
@weather.type $game_screen.weather_type
   
@weather.max $game_screen.weather_max
   
@weather.update
   
# ????????????
   
for sprite in @picture_sprites
     sprite
.update
   end
   
# ????????????
   
@timer_sprite.update
   
# ???????????????
   
@viewport1.tone $game_screen.tone
   
@viewport1.ox $game_screen.shake
   
# ????????????
   
@viewport4.color $game_screen.flash_color
   
# ?????????
   
@viewport1.update
   
@viewport2.update
   
@viewport4.update
end
end

#==============================================================================
# ¦ Window_Command
#------------------------------------------------------------------------------
#  ?????????????????????
#==============================================================================

class Window_Command Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????
#     width    : ???????
#     commands : ??????????
#--------------------------------------------------------------------------
def initialize(widthcommandscolumn_max 1style 0inf_scroll 1)
   
# ????????????????????
   
super(00width, (commands.size 1.0 column_max).ceil 32 32)
   @
inf_scroll inf_scroll
   
@item_max commands.size
   
@commands commands
   
@column_max column_max
   
@style style
   self
.contents Bitmap.new(width 32, (@item_max 1.0 / @column_max).ceil 32)
   
self.contents.font.name "Tahoma"
   
self.contents.font.size 22
   refresh
   self
.index 0
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
   self
.contents.clear
   
for i in 0...@item_max
     draw_item
(inormal_color)
   
end
end
#--------------------------------------------------------------------------
# ? ?????
#     index : ????
#     color : ???
#--------------------------------------------------------------------------
def draw_item(indexcolor)
   
self.contents.font.color color
   rect 
Rect.new(index%@column_max * (self.width / @column_max) + 432 * (index/@column_max), self.width / @column_max 4032)
   
self.contents.fill_rect(rectColor.new(0000))
   
self.contents.draw_text(rect, @commands[index], @style)
end
#--------------------------------------------------------------------------
# ? ??????
#     index : ????
#--------------------------------------------------------------------------
def disable_item(index)
   
draw_item(indexdisabled_color)
end

def update_help
   
@help_window.set_actor($game_party.actors[$scene.actor_index])
end
end

#==============================================================================
# ¦ Arrow_Enemy
#------------------------------------------------------------------------------
#  ????????????????????????????? Arrow_Base ??
# ????????
#==============================================================================

class Arrow_Enemy Arrow_Base
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
def enemy
   
return $game_troop.enemies[@index]
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
   super
   
# ???????????????????
   
$game_troop.enemies.size.times do
     break if 
self.enemy.exist?
     @
index += 1
     
@index %= $game_troop.enemies.size
   end
   
# ?????
   
if Input.repeat?(Input::DOWN)
     
$game_system.se_play($data_system.cursor_se)
     
$game_troop.enemies.size.times do
       @
index += 1
       
@index %= $game_troop.enemies.size
       
break if self.enemy.exist?
     
end
   end
   
# ?????
   
if Input.repeat?(Input::UP)
     
$game_system.se_play($data_system.cursor_se)
     
$game_troop.enemies.size.times do
       @
index += $game_troop.enemies.size 1
       
@index %= $game_troop.enemies.size
       
break if self.enemy.exist?
     
end
   end
   
if Input.repeat?(Input::RIGHT)
     
$game_system.se_play($data_system.cursor_se)
     
$game_troop.enemies.size.times do
       @
index += ((($game_troop.enemies.length) * 0.5).ceil)
       @
index %= $game_troop.enemies.size
       
break if self.enemy.exist?
     
end
   end
   
if Input.repeat?(Input::LEFT)
     
$game_system.se_play($data_system.cursor_se)
     
$game_troop.enemies.size.times do
       @
index += $game_troop.enemies.size - ((($game_troop.enemies.length) * 0.5).ceil)
       @
index %= $game_troop.enemies.size
       
break if self.enemy.exist?
     
end
   end
   
# ???????????
   
if self.enemy != nil
     self
.self.enemy.screen_x 4
     self
.self.enemy.screen_y 36
     self
.self.enemy.screen_z 1
   end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
   
# ????????????????????????
   
@help_window.set_enemy(self.enemy)
end
end

#==============================================================================
# ¦ Arrow_Actor
#------------------------------------------------------------------------------
#  ????????????????????????????? Arrow_Base ??
# ????????
#==============================================================================

class Arrow_Actor Arrow_Base
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
def actor
   
return $game_party.actors[@index]
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
   super
   
# ?????
   
if Input.repeat?(Input::DOWN)
     
$game_system.se_play($data_system.cursor_se)
     @
index += 1
     
@index %= $game_party.actors.size
   end
   
# ?????
   
if Input.repeat?(Input::UP)
     
$game_system.se_play($data_system.cursor_se)
     @
index += $game_party.actors.size 1
     
@index %= $game_party.actors.size
   end
   
if Input.repeat?(Input::RIGHT)
     
$game_system.se_play($data_system.cursor_se)
     @
index += ($game_party.actors.length 0.5).ceil
     
@index %= $game_party.actors.size
   end
   
# ?????
   
if Input.repeat?(Input::LEFT)
     
$game_system.se_play($data_system.cursor_se)
     @
index += $game_party.actors.size - (($game_party.actors.length 0.5).ceil)
     @
index %= $game_party.actors.size
   end
   
# ???????????
   
if self.actor != nil
     self
.self.actor.screen_x
     self
.self.actor.screen_y 36
     self
.self.actor.screen_z 1
   end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
   
# ??????????????????????
   
@help_window.set_actor(self.actor)
end
end

class Scene_Battle
attr_accessor 
:actor_index
def main
   
# ???????????????
   
$game_temp.in_battle true
   $game_temp
.battle_turn 0
   $game_temp
.battle_event_flags.clear
   $game_temp
.battle_abort false
   $game_temp
.battle_main_phase false
   $game_temp
.battleback_name $game_map.battleback_name
   $game_temp
.forcing_battler nil
   
# ??????????????????
   
$game_system.battle_interpreter.setup(nil0)
   
# ???????
   
@troop_id $game_temp.battle_troop_id
   $game_troop
.setup(@troop_id)
   
# ????????????????
   
s1 $data_system.words.attack

s1 
$data_system.words.attack
   s2 
$data_system.words.skill
   s3 
$data_system.words.guard
   s4 
$data_system.words.item
   
@actor_command_window Window_Command.new(640, [s1s2s3s4], 4)
   @
actor_command_window.64
   
@actor_command_window.back_opacity 160
   
@actor_command_window.active false
   
@actor_command_window.visible false
   
# ????????????
   
@party_command_window Window_PartyCommand.new
   @
help_window Window_Help.new
   @
help_window.back_opacity 160
   
@help_window.visible false
   
#@status_window = Window_BattleStatus.new
   
@message_window Window_Message.new
   
# ???????????
   
@spriteset Spriteset_Battle.new
   
# ????????????
   
@wait_count 0
   
# ?????????
   
if $data_system.battle_transition == ""
     
Graphics.transition(20)
   else
     
Graphics.transition(40"Graphics/Transitions/" +
       
$data_system.battle_transition)
   
end
   
# ???????????
   
start_phase1
   
# ??????
   
loop do
     
# ????????
     
Graphics.update
     
# ???????
     
Input.update
     
# ??????
     
update
     
# ????????????????
     
if $scene != self
       
break
     
end
   end
   
# ??????????
$game_map.refresh
   
# ?????????
   
Graphics.freeze
   
# ????????
   
@actor_command_window.dispose
   
@party_command_window.dispose
   
@help_window.dispose
   
#@status_window.dispose
   
@message_window.dispose
   
if @skill_window != nil
     
@skill_window.dispose
   end
   
if @item_window != nil
     
@item_window.dispose
   end
   
if @result_window != nil
     
@result_window.dispose
   end
   
# ???????????
   
@spriteset.dispose
   
# ???????????????
   
if $scene.is_a?(Scene_Title)
     
# ??????????
     
Graphics.transition
     Graphics
.freeze
   end
   
# ???????????????????????????
   
if $BTEST and not $scene.is_a?(Scene_Gameover)
     
$scene nil
   end
end

def update
   
# ?????????????
   
if $game_system.battle_interpreter.running?
     
# ?????????
     
$game_system.battle_interpreter.update
     
# ?????????????????????????
     
if $game_temp.forcing_battler == nil
       
# ?????????????????
       
unless $game_system.battle_interpreter.running?
         
# ??????????????????????????
         
unless judge
           setup_battle_event
         end
       end
       
# ????????????????
       
if @phase != 5
         
# ?????????????????
         #@status_window.refresh
       
end
     end
   end
   
# ???? (????)??????
   
$game_system.update
   $game_screen
.update
   
# ????? 0 ??????
   
if $game_system.timer_working and $game_system.timer == 0
     
# ?????
     
$game_temp.battle_abort true
   end
   
# ????????
   
@help_window.update
   
@party_command_window.update
   
@actor_command_window.update
   
#@status_window.update
   
@message_window.update
   
# ???????????
   
@spriteset.update
   
# ?????????????
   
if $game_temp.transition_processing
     
# ?????????????????
     
$game_temp.transition_processing false
     
# ?????????
     
if $game_temp.transition_name == ""
       
Graphics.transition(20)
     else
       
Graphics.transition(40"Graphics/Transitions/" +
         
$game_temp.transition_name)
     
end
   end
   
# ????????????????
   
if $game_temp.message_window_showing
     
return
   
end
   
# ???????????
   
if @spriteset.effect?
     return
   
end
   
# ??????????
   
if $game_temp.gameover
     
# ??????????????
     
$scene Scene_Gameover.new
     return
   
end
   
# ???????????
   
if $game_temp.to_title
     
# ???????????
     
$scene Scene_Title.new
     return
   
end
   
# ????????
   
if $game_temp.battle_abort
     
# ??????? BGM ???
     
$game_system.bgm_play($game_temp.map_bgm)
     
# ?????
     
battle_end(1)
     return
   
end
   
# ????????
   
if @wait_count 0
     
# ????????????
     
@wait_count -= 1
     
return
   
end
   
   
# this one holds the battle while the player moves
   
for actor in @spriteset.actor_sprites
     
if actor.moving
       
return
     
end
   end
   
# and this one is for the enemy... 
   
for enemy in @spriteset.enemy_sprites
     
if enemy.moving# and $game_system.animated_enemy
       
return
     
end
   end
   
# ???????????????????????
   # ????????????????
   
if $game_temp.forcing_battler == nil and
      
$game_system.battle_interpreter.running?
     return
   
end
   
# ??????????
   
case @phase
   when 1  
# ?????????
     
update_phase1
   when 2  
# ????????????
     
update_phase2
   when 3  
# ????????????
     
update_phase3
   when 4  
# ???????
     
update_phase4
   when 5  
# ???????????
     
update_phase5
   end
end

def start_phase2
   
# ???? 2 ???
   
@phase 2
   
# ?????????????
   
@actor_index = -1
   
@active_battler nil
   
# ?????????????????
   
@party_command_window.active true
   
@party_command_window.visible true
   
# ?????????????????
   
@actor_command_window.active false
   
@actor_command_window.visible false
   
@help_window.visible false
   
# ??????????????
   
$game_temp.battle_main_phase false
   
# ????????????????
   
$game_party.clear_actions
   
# ????????????
   
unless $game_party.inputable?
     
# ?????????
     
start_phase4
   end
end

def update_phase2_escape
   
# ??????????????
   
enemies_agi 0
   enemies_number 
0
   
for enemy in $game_troop.enemies
     
if enemy.exist?
       
enemies_agi += enemy.agi
       enemies_number 
+= 1
     end
   end
   
if enemies_number 0
     enemies_agi 
/= enemies_number
   end
   
# ??????????????
   
actors_agi 0
   actors_number 
0
   
for actor in $game_party.actors
     
if actor.exist?
       
actors_agi += actor.agi
       actors_number 
+= 1
     end
   end
   
if actors_number 0
     actors_agi 
/= actors_number
   end
   
# ??????
   
success rand(100) < 50 actors_agi enemies_agi
   
# ???????
   
if success
     
# ?? SE ???
     
$game_system.se_play($data_system.escape_se)
       for 
actor in $game_party.actors
         
@spriteset.actor_sprites[actor.index].pose(2)
         @
spriteset.actor_sprites[actor.index].move(660actor.screen_y10)
       
end
       check 
escape_move
     until check 
== false
       
@spriteset.update
       Graphics
.update
       check 
escape_move
     end
     
# ??????? BGM ???
     
$game_system.bgm_play($game_temp.map_bgm)
     
# ?????
     
battle_end(1)
   
# ???????
   
else
     
# ????????????????
     
$game_party.clear_actions
     
# ?????????
     
start_phase4
   end
end

def escape_move
   
for actor in @spriteset.actor_sprites
     
if actor.moving
       
return true
     end
   end
   
return false
end

def start_phase5
   
# ???? 5 ???
   
@phase 5
   
# ????? ME ???
   
$game_system.me_play($game_system.battle_end_me)
   
# ??????? BGM ???
   
$game_system.bgm_play($game_temp.map_bgm)
   
# EXP???????????????
   
exp 0
   gold 
0
   treasures 
= []
   
# ???
   
for enemy in $game_troop.enemies
     
# ??????????????
     
unless enemy.hidden
       
# ?? EXP????????
       
exp += enemy.exp
       gold 
+= enemy.gold
       
# ?????????
       
if rand(100) < enemy.treasure_prob
         
if enemy.item_id 0
           treasures
.push($data_items[enemy.item_id])
         
end
         
if enemy.weapon_id 0
           treasures
.push($data_weapons[enemy.weapon_id])
         
end
         
if enemy.armor_id 0
           treasures
.push($data_armors[enemy.armor_id])
         
end
       end
     end
   end
   
# ???????? 6 ??????
   
treasures treasures[0..5]
   
# EXP ??
   
for i in 0...$game_party.actors.size
     actor 
$game_party.actors[i]
     if 
actor.cant_get_exp? == false
       last_level 
actor.level
       actor
.exp += exp
       
if actor.level last_level
         
#@status_window.level_up(i)
       
end
     end
   end
   
# ??????
   
$game_party.gain_gold(gold)
   
# ???????
   
for item in treasures
     
case item
     when RPG
::Item
       $game_party
.gain_item(item.id1)
     
when RPG::Weapon
       $game_party
.gain_weapon(item.id1)
     
when RPG::Armor
       $game_party
.gain_armor(item.id1)
     
end
   end
   
# ???????????????
   
@result_window Window_BattleResult.new(expgoldtreasures)
   
# ???????????
   
@phase5_wait_count 100
end

#--------------------------------------------------------------------------
# ? ?????? (???????????)
#--------------------------------------------------------------------------
def update_phase5
   
# ????????? 0 ???????
   
if @phase5_wait_count 0
     
# ????????????
     
@phase5_wait_count -= 1
     
# ????????? 0 ??????
     
if @phase5_wait_count == 0
       
# ????????????
       
@result_window.visible true
       
# ??????????????
       
$game_temp.battle_main_phase false
       
# ?????????????????
       #@status_window.refresh
     
end
     
return
   
end
   
# C ??????????
   
if Input.trigger?(Input::C)
     
# ?????
     
battle_end(0)
   
end
end

def phase3_setup_command_window
   
# ?????????????????
   
@party_command_window.active false
   
@party_command_window.visible false
   
# ?????????????????
   
@actor_command_window.active true
   
@actor_command_window.visible true
   
@help_window.visible true
   
# ???????????????????
   
if @actor_command_window.help_window == nil
     
@actor_command_window.help_window = @help_window
   end
   
@actor_command_window.update_help    
   
#@actor_command_window.x = @actor_index * 160
   # ??????? 0 ???
   
@actor_command_window.index 0
end
def start_enemy_select
   
# ??????????
   
@enemy_arrow Arrow_Enemy.new(@spriteset.viewport2)
   
# ?????????????
   
@enemy_arrow.help_window = @help_window
   
# ?????????????????
   
@actor_command_window.active false
   
@actor_command_window.visible false
end

def update_phase4
   
case @phase4_step
   when 1
     update_phase4_step1
   when 2
     update_phase4_step2
   when 3
     update_phase4_step3
   when 4
     update_phase4_step4
   when 5
     update_phase4_step5
   when 6
     update_phase4_step6
   when 7
     update_phase4_step7
   end    
end

def update_phase4_step1

   
# Change actor poses to default
   #if @active_battler.is_a?(Game_Actor)
   #  @spriteset.actor_sprites[@active_battler.index].default_pose
   #end
   
for i in 0...$game_party.actors.size
     actor 
$game_party.actors[i]
     @
spriteset.actor_sprites[i].default_pose
   end

   
@help_window.visible false
   
if judge
     
return
   
end
   
if $game_temp.forcing_battler == nil
     setup_battle_event
     
if $game_system.battle_interpreter.running?
       return
     
end
   end
   
if $game_temp.forcing_battler != nil
     
@action_battlers.delete($game_temp.forcing_battler)
     @
action_battlers.unshift($game_temp.forcing_battler)
   
end
   
if @action_battlers.size == 0
     start_phase2
     
return
   
end
   
@animation1_id 0
   
@animation2_id 0
   
@common_event_id 0
   
@active_battler = @action_battlers.shift
   
if @active_battler.index == nil
     
return
   
end
   
if @active_battler.hp and @active_battler.slip_damage?
     @
active_battler.slip_damage_effect
     
@active_battler.damage_pop true
   end
   
@active_battler.remove_states_auto
   
#@status_window.refresh
   
@phase4_step 2
end

def make_basic_action_result
   
   
if @active_battler.is_a?(Game_Actor)
     
$actor_on_top true
   elsif 
@active_battler.is_a?(Game_Enemy)
     
$actor_on_top false
   end
   
if @active_battler.current_action.basic == 0
     
@animation1_id = @active_battler.animation1_id
     
@animation2_id = @active_battler.animation2_id
     
if @active_battler.is_a?(Game_Enemy)
       if @
active_battler.restriction == 3
         target 
$game_troop.random_target_enemy
       elsif 
@active_battler.restriction == 2
         target 
$game_party.random_target_actor
       
else
         
index = @active_battler.current_action.target_index
         target 
$game_party.smooth_target_actor(index)
       
end
#======== here is the setting for the movement & animation...
         
target.screen_x 32
         
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)
         @
spriteset.enemy_sprites[@active_battler.index].move(xtarget.screen_y10)
#========= here if you look at the RPG's movement settings you'll see
#========= that he takes the number 40 for the speed of the animation... 
#========= i thing thats too fast so i settet it down to 10 so looks smoother...
     
end
     
if @active_battler.is_a?(Game_Actor)
       
weapon $data_weapons[@active_battler.weapon_id]
       
range false
       
if weapon != nil
         
for id in weapon.element_set
           
if $data_system.elements[23] == "Range"
             
range true
             
break
           
end
         end
       end
       
if @active_battler.restriction == 3
         target 
$game_party.random_target_actor
       elsif 
@active_battler.restriction == 2
         target 
$game_troop.random_target_enemy
       
else
         
index = @active_battler.current_action.target_index
         target 
$game_troop.smooth_target_enemy(index)
       
end
#======= the same thing for the player... ^-^
       
target.screen_x 32
       
@spriteset.actor_sprites[@active_battler.index].pose(1)
       @
spriteset.actor_sprites[@active_battler.index].move(* (range 1), target.screen_y10)
       
range false
     end
     
@target_battlers = [target]
     for 
target in @target_battlers
       target
.attack_effect(@active_battler)
     
end
     
return
   
end
   
if @active_battler.current_action.basic == 1
     
if @active_battler.is_a?(Game_Actor)
       @
spriteset.actor_sprites[@active_battler.index].pose(01#defence
     
else
       @
spriteset.enemy_sprites[@active_battler.index].enemy_pose(01#defence
     
end
     
@help_window.set_text($data_system.words.guard1)
     return
   
end
   
if @active_battler.is_a?(Game_Enemy) and
      @
active_battler.current_action.basic == 2
     
@help_window.set_text("Escape"1)
     @
active_battler.escape
     
return
   
end
   
if @active_battler.current_action.basic == 3
     $game_temp
.forcing_battler nil
     
@phase4_step 1
     
return
   
end
   
   
if @active_battler.current_action.basic == 4
     
if $game_temp.battle_can_escape == false
       $game_system
.se_play($data_system.buzzer_se)
       return
     
end
     $game_system
.se_play($data_system.decision_se)
     
update_phase2_escape
     
return
   
end
end

def make_skill_action_result
   
   
@skill $data_skills[@active_battler.current_action.skill_id]
   
unless @active_battler.current_action.forcing
     unless 
@active_battler.skill_can_use?(@skill.id)
       
$game_temp.forcing_battler nil
       
@phase4_step 1
       
return
     
end
   end
   
@active_battler.sp -= @skill.sp_cost
   
#@status_window.refresh
   
@help_window.set_text(@skill.name1)
   @
animation1_id = @skill.animation1_id
   
@animation2_id = @skill.animation2_id
     
if @active_battler.is_a?(Game_Enemy)
         
#@spriteset.enemy_sprites[@active_battler.index].change_sp_bar
          
= @active_battler.screen_x 48
         
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)
         @
spriteset.enemy_sprites[@active_battler.index].move(x, @active_battler.screen_y5)
         @
spriteset.enemy_sprites[@active_battler.index].enemy_pose(01)
     
end
     
if @active_battler.is_a?(Game_Actor)
       
#@spriteset.actor_sprites[@active_battler.index].change_sp_bar
       
= @active_battler.screen_x 48
       
@spriteset.actor_sprites[@active_battler.index].pose(1)
       @
spriteset.actor_sprites[@active_battler.index].move(x, @active_battler.screen_y5)
       @
spriteset.actor_sprites[@active_battler.index].pose(01)
     
end
   
@common_event_id = @skill.common_event_id
   set_target_battlers
(@skill.scope)
   for 
target in @target_battlers
     target
.skill_effect(@active_battler, @skill)
   
end
end

   def make_item_action_result
  
   
# sorry i didnt work on this...
   # couse i dont have a sprite that uses items....
   # so i just added the standby sprite here...
   # when i get more time for this i'll try what i can do for this one... ^-^
   # its the same as the ones above...
   
if @active_battler.is_a?(Game_Actor)
     @
spriteset.actor_sprites[@active_battler.index].pose(01)
   else
     @
spriteset.enemy_sprites[@active_battler.index].enemy_pose(01)
   
end
   
   
@item $data_items[@active_battler.current_action.item_id]
   
unless $game_party.item_can_use?(@item.id)
     @
phase4_step 1
     
return
   
end
   
if @item.consumable
     $game_party
.lose_item(@item.id1)
   
end
   
@help_window.set_text(@item.name1)
   @
animation1_id = @item.animation1_id
   
@animation2_id = @item.animation2_id
   
@common_event_id = @item.common_event_id
   index 
= @active_battler.current_action.target_index
   target 
$game_party.smooth_target_actor(index)
   
set_target_battlers(@item.scope)
   for 
target in @target_battlers
     target
.item_effect(@item)
   
end
end

def update_phase4_step3
   
if @active_battler.current_action.kind == and
      @
active_battler.current_action.basic == 0
      
# in this one... we have our weapon animations... for player and monster
     
if @active_battler.is_a?(Game_Actor)
       @
spriteset.actor_sprites[@active_battler.index].pose(0,1)
     
elsif @active_battler.is_a?(Game_Enemy)
       @
spriteset.enemy_sprites[@active_battler.index].enemy_pose(0,1)
     
end
   end
   
if @animation1_id == 1
     
@active_battler.white_flash true
   
else
     @
active_battler.animation_id = @animation1_id
     
@active_battler.animation_hit true
   end
   
@phase4_step 4
end

def update_phase4_step4
   
# this here is for the hit animation...
   
for target in @target_battlers
     target
.animation_id = @animation2_id
     target
.animation_hit = (target.damage != "Miss")
   
end
   
@wait_count 8
   
@phase4_step 5
end

def update_phase4_step5
   
if @active_battler.hp and @active_battler.slip_damage?
     @
active_battler.slip_damage_effect
     
@active_battler.damage_pop true
   end
   
# ???????????
   
@help_window.visible false
   
# ?????????????????
   #@status_window.refresh
   # ??????

   
if @active_battler.is_a?(Game_Actor)
     @
spriteset.actor_sprites[@active_battler.index].pose(01)
   else
     @
spriteset.enemy_sprites[@active_battler.index].enemy_pose(01)
   
end
   
for target in @target_battlers
     
if target.damage != nil
       target
.damage_pop true
       
if @active_battler.is_a?(Game_Actor)
         @
spriteset.actor_sprites[@active_battler.index].pose(01)
       else
         @
spriteset.enemy_sprites[@active_battler.index].enemy_pose(01)
       
end
     end
   end
   
# ???? 6 ???
   
@phase4_step 6
end

def update_phase4_step6
   
   
# here we are asking if the player is dead and is a player or an enemy...
   # these lines are for the running back and standby animation....
   
if @active_battler.is_a?(Game_Actor)
     if @
active_battler.current_action.basic == 1
       
@spriteset.actor_sprites[@active_battler.index].pose(01)
     else
       @
spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y20)
       @
spriteset.actor_sprites[@active_battler.index].pose(2)
     
end
   
else
     if @
active_battler.current_action.basic == 1
       
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(01)
     else
       @
spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y20)
       @
spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
     
end
   end
   
for target in @target_battlers
     
if target.is_a?(Game_Actor)
         @
spriteset.actor_sprites[target.index].pose(01)
       else
         @
spriteset.enemy_sprites[target.index].enemy_pose(01)
     
end
   end
   $game_temp
.forcing_battler nil
   
if @common_event_id 0
     common_event 
$data_common_events[@common_event_id]
     
$game_system.battle_interpreter.setup(common_event.list, 0)
   
end
   
@phase4_step 7
end

def update_phase4_step7
   
   
# here we are asking if the player is dead and is a player or an enemy...
   # these lines are for the running back and standby animation....
   
if @active_battler.is_a?(Game_Actor)
     @
spriteset.actor_sprites[@active_battler.index].pose(01)
   else
     @
spriteset.enemy_sprites[@active_battler.index].enemy_pose(01)
   
end

   $game_temp
.forcing_battler nil
   
if @common_event_id 0
     common_event 
$data_common_events[@common_event_id]
     
$game_system.battle_interpreter.setup(common_event.list, 0)
   
end
   
@phase4_step 1
end
end






Edit:its... loong right? i want aveyonds side view battle script =(

Posted on: 2012/5/25 21:38
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Re: [XP]Aveyond Exact Side View Battle Script Just Like The Witch and The Warrior #6
Offline   brewmeister
  Amaranthian
gold   306 Gold
Level : 16
EXP : 38
HP : 0 / 384
MP : 102 / 5978
Please put < code > < /code > tags around the script...
And turn off (uncheck) "Enable Smiley" in your post.

I haven't played Witch & Warrior, so I have no idea what sideview battle system it uses.
Aveyond I (Rhen's Quest) uses a very simple sideview system that ONLY moves the position of the battler sprites to the right side of the battlefield, and staggers them on an angle.

http://www.amaranthia.com/modules/new ... p?topic_id=11807&forum=28

Is this what you're looking for?

Posted on: 2012/5/27 9:52
_________________
"Of course, that's just my opinion. I could be wrong!"

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Re: [XP]Aveyond Exact Side View Battle Script Just Like The Witch and The Warrior #7
Offline   angelo0play
  Amaranthian
gold   20 Gold
Level : 3
EXP : 9
HP : 0 / 52
MP : 6 / 212
uhh.... yah i know but its just pictures..
i want the Character Sprite show not the pictures
is there anyway of it?

Posted on: 2012/5/28 3:45
_________________
LEGENDARY GAMES IM UP TO MAKE IT!


Re: [XP]Aveyond Exact Side View Battle Script Just Like The Witch and The Warrior #8
Offline   brewmeister
  Amaranthian
gold   306 Gold
Level : 16
EXP : 38
HP : 0 / 384
MP : 102 / 5978
You need to make new battlers for your heroes, and for the enemies. Just extract the left-facing sprite from the character-sheet for the heroes, and the right-facing sprite from the monster's char-sheet. Save them in the "Battlers" folder. Then, in the database, adjust the position of the enemies in each troop.

Here's a demo: http://hbgames.org/user_files/Super_Simple_Sideview.exe

Posted on: 2012/5/28 10:01
_________________
"Of course, that's just my opinion. I could be wrong!"

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Re: [XP]Aveyond Exact Side View Battle Script Just Like The Witch and The Warrior #9
Offline   angelo0play
  Amaranthian
gold   20 Gold
Level : 3
EXP : 9
HP : 0 / 52
MP : 6 / 212
do i need to edit it cuz when i edit it i
put it in the battlers folder it doesn't show
the transparent thing that the back ground well gone
=( sorry for bothering....

Posted on: 2012/5/29 18:51
_________________
LEGENDARY GAMES IM UP TO MAKE IT!


Re: [XP]Aveyond Exact Side View Battle Script Just Like The Witch and The Warrior #10
Offline   brewmeister
  Amaranthian
gold   306 Gold
Level : 16
EXP : 38
HP : 0 / 384
MP : 102 / 5978
Did you use MS Paint to edit?
It does not support transparency.
Either use an editor that does support transparency (Gimp, Graphics Gale, Paint.Net, etc...)
OR, Import the image in RMXP & select the background to make it transparent.

Posted on: 2012/6/1 6:14
_________________
"Of course, that's just my opinion. I could be wrong!"

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