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30 Jan 2008
Read Topic
[RMVX] Stand/Walk/Run
Script Name: Stand/Walk/Run Written By: Synthesize Current Version: V.2.00A Release Date: January 26, 2008
What is this script?
This script allows running and animations for running. It also allows idle stances (Show the sprite when he is not moving).
Features:
- Allows you to have running animations
- Allows you to have idle animations
- Allows you to specify the time before the actor goes idle
- Allows you to have run points
- Allows you to customize how many run points are restored
- Turn everything ON/OFF
Version History: Version 2.00A
- The script should actually work now =D
Version 1.00A
- First release
- Converted from my RMXP Version
DEMO:
Triton Server
Spoiler
CODE
#===============================================================================
# Stand/Walk/Run Script --- RMVX Version
#===============================================================================
# Written by Synthesize
# Version 2.00
# January 26, 2008
# Revised: March 1, 2008
#===============================================================================
# Customization
#-------------------------------------------------------------------------------
module StandWalkRun
Use_run = true # Use Run Points?
Use_run_sprite = true # Use a Running sprite?
Run_sprite_suffix = '_run' # Running Sprite Suffix
Run_points = 100 # The maximum amount of Run Points
Run_points_restore = 60 # 1 Run Point is restored in X Frames
Restore_run_while_walking = true # Restore points while walking?
Use_idle_sprite = true # Use Idle Sprite?
Idle_sprite_suffix = '_idle' # idle Sprite Suffix
Use_anime = true # Animate your Idle Sprite?
Idle_time = 240 # Time before sprite is animated
end
#-------------------------------------------------------------------------------
# Scene_Map:: The main functions of the script are here
#-------------------------------------------------------------------------------
class Scene_Map
# Aliases
alias syn_map_update update
alias syn_map_start start
#-----------------------------------------------------------------------------
# Initiate variables
#-----------------------------------------------------------------------------
def start
$game_player.old_character_name = $game_player.character_name
@wait_time = 0
@wait_time2 = 0
syn_map_start
end
#-----------------------------------------------------------------------------
# Rewrite Scene_Change to reset sprite
#-----------------------------------------------------------------------------
def update_scene_change
return if $game_player.moving?
case $game_temp.next_scene
when "battle"
call_idle($game_player.old_character_name, false)
call_battle
when "shop"
call_idle($game_player.old_character_name, false)
call_shop
when "name"
call_idle($game_player.old_character_name, false)
call_name
when "menu"
call_idle($game_player.old_character_name, false)
call_menu
when "save"
call_idle($game_player.old_character_name, false)
call_save
when "debug"
call_idle($game_player.old_character_name, false)
call_debug
when "gameover"
call_gameover
when "title"
call_title
else
$game_temp.next_scene = nil
end
end
#-----------------------------------------------------------------------------
# Update:: Update the scene
#-----------------------------------------------------------------------------
def update
syn_map_update
if Input.dir4 == 0
wait(1, false) if StandWalkRun::Use_idle_sprite
call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time
$game_temp.syn_state = "idle"
restore_run if StandWalkRun::Use_run
else
$game_temp.syn_state = ""
restore_run if StandWalkRun::Restore_run_while_walking
call_idle($game_player.old_character_name, false) if $game_player.character_name != $game_player.old_character_name
end
end
#-----------------------------------------------------------------------------
# Call_Idle:: Sets and animates the idle Sprite
#-----------------------------------------------------------------------------
def call_idle(sprite, anime)
$game_player.set_step_anime(anime)
$game_player.set_graphic(sprite, 0)
end
#-----------------------------------------------------------------------------
# Restore_Run: Restore Run Points
#-----------------------------------------------------------------------------
def restore_run
if $game_player.run_points
wait(1, true)
$game_player.run_points += 1 if @wait_time2 == StandWalkRun::Run_points_restore
@wait_time2 = 0 if @wait_time2 == StandWalkRun::Run_points_restore
end
end
#-----------------------------------------------------------------------------
# Wait:: Allows Wait Times
#-----------------------------------------------------------------------------
def wait(duration, value)
for i in 0...duration
@wait_time += 1 if value == false
@wait_time2 += 1 if value
break if i >= duration / 2
end
end
end
#-------------------------------------------------------------------------------
# Game_Temp:: Create current state
#-------------------------------------------------------------------------------
class Game_Temp
attr_accessor :syn_state
alias syn_temp_init initialize
def initialize
@syn_state = ""
syn_temp_init
end
end
#-------------------------------------------------------------------------------
# Game_Character:: Create the Change_Sprite method
#-------------------------------------------------------------------------------
class Game_Character
# Attr(s)
attr_accessor :old_character_name
attr_accessor :run_points
alias syn_ch_init initialize
#-----------------------------------------------------------------------------
# Initialize Variables
#-----------------------------------------------------------------------------
def initialize
@run_points = StandWalkRun::Run_points
syn_ch_init
end
#-----------------------------------------------------------------------------
# Set Setp Animation
#-----------------------------------------------------------------------------
def set_step_anime(value)
@step_anime = value
return @step_anime
end
end
#-------------------------------------------------------------------------------
# Game_Player:: This handles the dash process
#-------------------------------------------------------------------------------
class Game_Player
alias syn_player_update update
alias syn_player_dash dash?
def dash?
return false if @run_points == 0 and StandWalkRun::Use_run
syn_player_dash
end
#-----------------------------------------------------------------------------
# Update:: Update the scene
#----------------------------------------------------------------------------
def update
if dash?
unless $game_temp.syn_state == "idle"
set_graphic(@character_name + StandWalkRun::Run_sprite_suffix, 0) if StandWalkRun::Use_run_sprite
@run_points -= 1
syn_player_update
end
else
changed = false
syn_player_update
end
end
end
#-------------------------------------------------------------------------------
# * This script is not compatible with RPG Maker XP *
#-------------------------------------------------------------------------------
# Written by Synthesize
# Version 2.00
# Requested by Cerulean Sky
#===============================================================================
# Stand/Walk/Run - RMVX Version
#===============================================================================
Questions? Concerns? Post.
30 Jan 2008
Read Topic
[RMXP] Good VS Evil
Script Name: Good VS Evil --- RMXP Version Written by: Synthesize Version: 1.0.0 Released: January 26, 2008
What is it?
This script allows you to have each actor have an alignment and alignment points. The alignment raises similar to Baldur's Gate 'reputation' system where if you accumulate x amount of Alignment Points, then your Alignment Level rises.
Features:
- Easily Add/Remove alignment points
- Easily check the Alignment Level
- Easily check the Alignment points
- Easy to customize
- Short
DEMO:
Primary Download Link
Spoiler
The Script:
CODE
#===============================================================================
# Good VS Evil --- RMXP Version
#===============================================================================
# Written by Synthesize
# Version 1.0.0
# January 26, 2008
#===============================================================================
# * RMXP Version *
#===============================================================================
module GoodVSEvil
# The initial Alignment for actors
Alignment_initial = {1 => 2, 2 => 3, 3 => -5}
Alignment_initial.default = 0
# The names of the alignments
Alignment_names = ["Very Good", "Good", "Neutral", "Evil", "Devil Child"]
# maximum amount of points
Maximum_alignment = 100
# Maximum amount of evil points
Maximum_evil_alignment = -100
# Format = {value => amount to check}
Rates = {0 => 50, 1 => 25, 3 => -25, 4 => 50}
# Rates configure how many Alignment points a character needs to have
# there alignment 'upgrade'
# $alignment commands:
# $alignment.add(value, member) # Adds value of alignment
# $alignment.remove(value, member) # Removes value from member
# $alignment.checksum(amount, member) # Check value of points then return
# $alignment.checkname(member, name) # Check if the alignment level is =name
end
#-------------------------------------------------------------------------------
# Create and set alignment points
#-------------------------------------------------------------------------------
class Game_Actor
attr_accessor :alignment
attr_accessor :alignment_name
alias syn_gve_setup setup
#-----------------------------------------------------------------------------
# Setup Actor Alignment
#-----------------------------------------------------------------------------
def setup(actor_id)
syn_gve_setup(actor_id)
@alignment = GoodVSEvil::Alignment_initial[actor_id]
@alignment_name = "Neutral"
end
#-----------------------------------------------------------------------------
# Return Alignment Values
#-----------------------------------------------------------------------------
def alignment_value
@alignment = GoodVSEvil::Maximum_alignment if @alignment > GoodVSEvil::Maximum_alignment
@alignment = GoodVSEvil::Maximum_evil_alignment if @alignment
if @alignment >= GoodVSEvil::Rates[1]
@alignment_name = GoodVSEvil::Alignment_names[1]
@alignment_name = GoodVSEvil::Alignment_names[0] if @alignment > GoodVSEvil::Rates[0]
return @alignment_name
elsif @alignment
@alignment_name = GoodVSEvil::Alignment_names[3]
@alignment_name = GoodVSEvil::Alignment_names[4] if @alignment >= GoodVSEvil::Rates[4]
return @alignment_name
else
@alignment_name = GoodVSEvil::Alignment_names[2]
return @alignment_name
end
end
end
#-------------------------------------------------------------------------------
# Window_MenuStatus add-on
#-------------------------------------------------------------------------------
class Window_Status
alias syn_gve_refresh refresh
def refresh
syn_gve_refresh
self.contents.font.color = system_color
self.contents.draw_text(330, 400, 120, 32, "Alignment:")
self.contents.font.color = normal_color
self.contents.draw_text(450, 400, 120, 32, @actor.alignment_value)
end
end
#-------------------------------------------------------------------------------
# Alignment Management
#-------------------------------------------------------------------------------
class Alignment_Management
def add(value, member)
$game_party.actors[member].alignment += value
end
def remove(value, member)
$game_party.actors[member].alignment -= value
end
def checksum(amount, member)
if $game_party.actors[member].alignment >= amount
return true
else
return false
end
end
def checkname(member, name)
if $game_party.actors[member].alignment_name == name
return true
else
return false
end
end
end
#-------------------------------------------------------------------------------
# Scene_Title:: Create the Global Variable
#-------------------------------------------------------------------------------
class Scene_Title
alias syn_gve_newgame command_new_game
def command_new_game
syn_gve_newgame
$alignment = Alignment_Management.new
end
end
#===============================================================================
# * This script will not work with RPG Maker VX *
#===============================================================================
# Written by Synthesize
# Version 1.0.0
# January 26, 2008
#===============================================================================
# Good VS Evil --- RMXP Version
#===============================================================================
30 Jan 2008
Read Topic
[RMXP] Actor Customization
Script Name: Actor Customization Written by: Synthesize Current Version: V6.0.1 Release Date: January 21, 2008
What is it?
Actor Customization allows the player to build their playable characters based on Points earned from Quests or levels. By default, the playable characters gain a definable amount of points every time they level up, these points can then be used to add statistics to the actors.
New in Version 6.00
-- Ability to Raise HP with Strength
-- Ability to Raise SP with Intelligence
-- Draws Upgrade Points and level up display in the Menu
-- Remove previously used points
-- Customize the amount of points needed for one upgrade
-- Ability to use Classes instead of Actor IDs
-- Equipment Boosts
-- Easily customize the Skin
-- Comes with a new Data_Points class which makes management of the points easier.
-- Draw Faces
-- Draw pictures as the background
-- Draw the map as the background
-- Plus some
#===============================================================================
# My goal when I decided to make this script:
#===============================================================================
My goal for this script was to make a powerful custom level up procedure
but make everything user friendly and allow those without technical/rgss
history to customize the script to their liking while utilizing the full
capabilities of this script.
#===============================================================================
# This script is compatible with the following battle systems:
#===============================================================================
- UCoders NeoABS
- Blizzard ABS
- XRXS Zoom Battle System
- MrMo ABS and SDK 2.2
- Caldaron's ABS
- Prexus' ABS
- The RTAB
- GTBS
- These are only the battle systems I tested with. The script should be compatible with most battle systems.
#===============================================================================
# Actor Customization V.6.00 ---- RMXP Version
#===============================================================================
#-------------------------------------------------------------------------------
# Written by Synthesize
# January 21, 2008
# Script Version 6.0.1
#===============================================================================
# * This script will not work with RMVX. A VX version is in the works. *
#===============================================================================
module ActorCustomization
#-----------------------------------------------------------------------------
# System Settings
# System settings are settings you should review before trying the script.
# Each option has its own comments, and should be straightforward
#-----------------------------------------------------------------------------
Points_gained_at_levelup = 5 # Points gained at level-up (0 = Disable)
Draw_map_as_background = false # Draw the Background as the map? False = Draw Picture::Name)
Picture_name = 'sky' # The picture to draw as a background ('' for Black)
Error_sound = '057-Wrong01' # The sound to play if there is an error
Use_class_id = false # Advance characters based on the class ID
Call_after_battle = false # Automatically call Scene_AC at level-up
Draw_face = false # Draw the actors face?
Use_help_window = true # Use the help window?
#-----------------------------------------------------------------------------
# Maximum Values
# Set these values if you are using a Maximum Statistics script (Go over the
# stat limits). If not, leave these values as is.
#-----------------------------------------------------------------------------
Max_hp = 9999
Max_sp = 9999
Max_str = 999
Max_dex = 999
Max_agi = 999
Max_int = 999
#-----------------------------------------------------------------------------
# Point Options
# These are all new settings. They directly control point options and allow
# you the option of turning ON/OFF features and customizing how many points
# are needed to upgrade one stat.
#-----------------------------------------------------------------------------
Draw_point_in_menu = true # Draw the amount of points on MenuStatus?
Draw_levelup_notice_in_menu = true # Draw levelup notice on MenuStatus?
Point_name = "Upgrade points:" # Point name
Levelup_text = "(LVLUP)" # Level Up text
Raise_hp_with_strength = false # HP raises as Strength raises
Amount_to_raise = 0.15 # As a decimal
Raise_sp_with_intelligence = false # SP raises as Intelligence raises
Amount_to_raise2 = 0.15 # As a decimal
Remove_points = true # Allow the player to remove used points
Points_needed = [1, 1, 1, 1, 1, 1] # The amount of points needed to upgrade
# Health, SP, STR, DEX, AGI, INT respectively.
#-----------------------------------------------------------------------------
# Statistical Growth Rate
# This section allows you to customize how many numerical stats an attribute
# rises based on the Actor.id or the Class_id.
#-----------------------------------------------------------------------------
# Format = {Actor.id (or class_id) => Amount to raise}
Actor_HP = {1 => 5, 2 => 5}
# The default value. If a value is not specified, use the below.
Actor_HP.default = 1
# Format = {Actor.id (or class_id) => amount to raise)
Actor_SP = {1 => 10, 2 => 3}
Actor_SP.default = 1
# Format = {Actor.id (or class_id) => amount to raise)
Actor_STR = {1 => 7, 2 => 6}
Actor_STR.default = 1
# Format = {Actor.id (or class_id) => amount to raise)
Actor_DEX = {1 =>6, 2 => 2}
Actor_DEX.default = 1
# Format = {Actor.id (or class_id) => amount to raise)
Actor_AGI = {1 =>4, 2 => 1}
Actor_AGI.default = 1
# Format = {Actor.id (or class_id) => amount to raise)
Actor_INT = {1 => 3, 2 => 1}
Actor_INT.default = 1
#-----------------------------------------------------------------------------
# Equipment Boost Settings
# Another new feature. Equipment boosts 'boost' statistics while an accessory
# is equipped that possess one of the system attributes defined in the
# equipment_id array. The equipment_amount array tells the script how much
# an individual (or many) stats are boosted.
#-----------------------------------------------------------------------------
# Use Equipment boosts?
Use_equipment_boosts = true
# Format = {System_attribute => Amount to boost}
Equipment_amount = {17 => 5, 18 => 3, 19 => 6, 20 => 7, 21 => 8, 22 => 9}
# The default Value. Should be 0 for best effect.
Equipment_amount.default = 0
# The system attributes.
Equipment_id = [17, 18, 19, 20, 21, 22]
# Equipment_id = [HP Boost, SP Boost, STR Boost, DEX Boost, AGI Boost,
# INT Boost]
#-----------------------------------------------------------------------------
# Skin Settings
# Another new section. This area allows you to adjust the placement of the
# windows without having to go and dig around in the script. It should be
# useful for beginners who want to make their own layout with the script, but
# don't want to go and try to find the values to do it.
#-----------------------------------------------------------------------------
Actor_window_horizontal = 0 # Adjust the Actor window ( -# =left, +# =right)
Actor_window_vertical = 0 # Adjust the Actor Window ( -# =up, +# =down)
Actor_window_opacity = 250 # The opacity of the window
Actor_window_width = 275 # The width of the Actor window
Actor_window_height = 85 # The height of the actor window
#-----------------------------------------------------------------------------
Main_command_horizontal = 0 # Adjust the Command window ( -# =left, +# =right)
Main_command_vertical = 0 # Adjust the Command Window ( -# =up, +# =down)
Main_command_opacity = 250 # Adjsut the opacity
Main_command_width = 275 # The width of the main command window
#-----------------------------------------------------------------------------
Main_status_horizontal = 0 # Adjust the Actor Status window
Main_status_vertical = 0 # Adjust the main-status window
Main_status_opacity = 250 # Adjust the Main_Status opacity
Main_status_width = 329 # The width of the Main Status
Main_status_height = 305 # The height of the Main Status
#-----------------------------------------------------------------------------
Main_confirm_horizontal = 0 # Adjust the confirm window
Main_confirm_vertical = 0 # Adjust the confirm window
Main_confirm_opacity = 250 # Adjust the opacity
#-----------------------------------------------------------------------------
Main_help_horizontal = 0 # Adjust the help window
Main_help_vertical = 0 # Adjust the help window
Main_help_opacity = 250 # Adjust the opacity
Main_help_width = 500 # The Confirm window width
Main_help_height = 200 # The confirm window height
end
#===============================================================================
# What else is new?
#===============================================================================
=begin
New in ACV6 is an internal class called Data_Points that makes the management
of points significantly easier with Call Script commands. Currently, you can
use the following syntaxes in a call script command. More will be added at a
later time.
$data_points.
add(amount, member) Add the 'amount' of upgrade points to 'member'
remove(amount, member) Remove the 'amount' of upgrade points from 'member'
view(member) Return 'member' upgrade_points
checksum(amount, member) Check if 'member' points are within 'amount' range
add_maxhp(amount, member) Add max_hp 'amount' to 'member'
add_hp(amount, member) Add hp 'amount' to 'member'
add_sp(amount, member) Add sp 'amount' to 'member'
add_maxsp(amount, member) Add maxsp 'amount' to 'member'
add_str(amount, member) Add str 'amount' to 'member'
add_dex(amount, member) Add dex 'amount' to 'member'
add_agi(amount, member) Add agi 'amount' to 'member'
add_int(amount, member) Add int 'amount' to 'member'
restore(member) Fully heal 'member'
#===============================================================================
# My goal when I decided to make this script:
#===============================================================================
My goal for this script was to make a powerful custom level up procedure
but make everything user friendly and allow those without technical/rgss
history to customize the script to their liking while utilizing the full
capabilities of this script.
#===============================================================================
# This script is compatible with the following battle systems:
#===============================================================================
- UCoders NeoABS
- Blizzard ABS
- XRXS Zoom Battle System
- MrMo ABS and SDK 2.2
- Caldaron's ABS
- Prexus' ABS
- The RTAB
- May work with others. The above is what I tested with.
=end
#-------------------------------------------------------------------------------
# ActorCustomization:: Main
# This handles all window calls, math and everything else related to the script
# in general. Editing is not advised.
#-------------------------------------------------------------------------------
class Scene_AC
#-----------------------------------------------------------------------------
# Initialize variables
#-----------------------------------------------------------------------------
def start(actor_index)
@actor_index = actor_index
@actor = $game_party.actors[@actor_index]
if ActorCustomization::Use_class_id == false
@hp = ActorCustomization::Actor_HP[@actor.id]
@sp = ActorCustomization::Actor_SP[@actor.id]
@str = ActorCustomization::Actor_STR[@actor.id]
@dex = ActorCustomization::Actor_DEX[@actor.id]
@agi = ActorCustomization::Actor_AGI[@actor.id]
@int = ActorCustomization::Actor_INT[@actor.id]
else
@hp = ActorCustomization::Actor_HP[@actor.class_id]
@sp = ActorCustomization::Actor_SP[@actor.class_id]
@str = ActorCustomization::Actor_STR[@actor.class_id]
@dex = ActorCustomization::Actor_DEX[@actor.class_id]
@agi = ActorCustomization::Actor_AGI[@actor.class_id]
@int = ActorCustomization::Actor_INT[@actor.class_id]
return
end
unless $data_armors[@actor.armor4_id]== nil and ActorCustomization::Use_equipment_boosts == true
@hp += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[0]]
@sp += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[1]]
@str += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[2]]
@dex += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[3]]
@agi += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[4]]
@int += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[5]]
end
@hp_spent = 0
@sp_spent = 0
@str_spent = 0
@dex_spent = 0
@agi_spent = 0
@int_spent = 0
end
#-----------------------------------------------------------------------------
# Main:: Calls all of the windows
#-----------------------------------------------------------------------------
def main
start(0)
main_spriteset
main_actor
main_command
main_status
main_confirm
main_help
@main_command.active = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
dispose_windows
end
#-----------------------------------------------------------------------------
# Main_Spriteset:: Calls the background
#-----------------------------------------------------------------------------
def main_spriteset
if ActorCustomization::Draw_map_as_background == true
@background = Spriteset_Map.new
else
@background = Sprite.new
@background.bitmap = RPG::Cache.picture(ActorCustomization::Picture_name)
end
end
#-----------------------------------------------------------------------------
# Main_Confirm:: Confirm Changes?
#-----------------------------------------------------------------------------
def main_confirm
c1 = "Yes"
c2 = "No"
@main_confirm_window = Window_Command.new(100, [c1, c2])
@main_confirm_window.x = 320 + ActorCustomization::Main_confirm_horizontal
@main_confirm_window.y = 150 + ActorCustomization::Main_confirm_vertical
@main_confirm_window.opacity = ActorCustomization::Main_confirm_opacity
@main_confirm_window.active = false
@main_confirm_window.visible = false
@main_confirm_window.z = 9999
end
#-----------------------------------------------------------------------------
# Main_Status:: Creates the main status window
#-----------------------------------------------------------------------------
def main_status
@status_window = Window_AC_Status.new(@actor)
@status_window.x = 18 + ActorCustomization::Main_status_horizontal
@status_window.y = 56 + ActorCustomization::Main_status_vertical
@status_window.opacity = ActorCustomization::Main_status_opacity
end
#-----------------------------------------------------------------------------
# Main_Actor
#-----------------------------------------------------------------------------
def main_actor
@main_actor_window = Window_AC_Actor.new
@main_actor_window.x = 344 + ActorCustomization::Actor_window_horizontal
@main_actor_window.y = 277 + ActorCustomization::Actor_window_vertical
@main_actor_window.opacity = ActorCustomization::Actor_window_opacity
@main_actor_window.active = true
@main_actor_window.z = 9998
end
#-----------------------------------------------------------------------------
# Main_Help:: The Help Window
#-----------------------------------------------------------------------------
def main_help
@main_help = Window_AC_Help.new
@main_help.x = 75 + ActorCustomization::Main_help_horizontal
@main_help.y = 150 + ActorCustomization::Main_help_vertical
@main_help.opacity = ActorCustomization::Main_help_opacity
@main_help.visible = false
@main_help.active = false
@main_help.z = 10000
end
#-----------------------------------------------------------------------------
# Main_Command:: This handles all progression
#-----------------------------------------------------------------------------
def main_command
s1 = ">"
s2 = ">"
s3 = ">"
s4 = ">"
s5 = ">"
s6 = ">"
@main_command = Window_Command.new(ActorCustomization::Main_command_width, [s1, s2, s3, s4, s5, s6])
@main_command.x = 343 + ActorCustomization::Main_command_horizontal
@main_command.y = 56 + ActorCustomization::Main_command_vertical
@main_command.opacity = ActorCustomization::Main_command_opacity
end
#-----------------------------------------------------------------------------
# Dispose_Windows:: Clears all of the sprites that AC uses
#-----------------------------------------------------------------------------
def dispose_windows
@background.dispose
@main_actor_window.dispose
@status_window.clear_face if ActorCustomization::Draw_face == true
@status_window.dispose
@main_command.dispose
@main_confirm_window.dispose
@main_help.dispose
end
#-----------------------------------------------------------------------------
# Call_refresh:: Refreshes the Screen
#-----------------------------------------------------------------------------
def call_refresh(value)
@status_window.refresh(@actor)
if value == 1
@main_command.dispose
main_command
end
end
#-----------------------------------------------------------------------------
# Update:: Updates Actor Customization
#-----------------------------------------------------------------------------
def update
@main_actor_window.update
if @main_actor_window.active
update_actor
return
end
if @main_command.active
update_commands
return
end
if @main_confirm_window.active
update_confirm
return
end
if @main_help.active
update_help
return
end
end
#-----------------------------------------------------------------------------
# Update_Actor:: Updates the actor screen
#-----------------------------------------------------------------------------
def update_actor
total_point_spent = (@hp_spent + @sp_spent + @str_spent + @dex_spent + @agi_spent + @int_spent)
if Input.trigger?(Input::B)
if total_point_spent == 0
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
else
@main_confirm_window.active = true
@main_confirm_window.visible = true
@main_actor_window.active = false
end
return
end
if Input.trigger?(Input::C)
if total_point_spent == 0
$game_system.se_play($data_system.decision_se)
@actor_index = @main_actor_window.index
@actor = $game_party.actors[@actor_index]
@main_command.active = true
@main_actor_window.active = false
start(@actor_index)
call_refresh(1)
else
@main_confirm_window.active = true
@main_confirm_window.visible = true
@main_actor_window.active = false
return
end
end
end
#-----------------------------------------------------------------------------
# Update_Commands:: Updates the Commands
#-----------------------------------------------------------------------------
def update_commands
@main_command.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@main_command.active = false
@main_actor_window.active = true
return
end
if Input.trigger?(Input::C) && ActorCustomization::Use_help_window == true
@main_command.active = false
@main_help.active = true
@main_help.visible = true
return
end
if Input.trigger?(Input::LEFT)
decrease_points if ActorCustomization::Remove_points == true
return
end
if Input.trigger?(Input::RIGHT)
increase_points
return
end
end
#-----------------------------------------------------------------------------
# Update_Confirm:: This asks for confirmation.
#-----------------------------------------------------------------------------
def update_confirm
@main_confirm_window.update
if Input.trigger?(Input::C)
case @main_confirm_window.index
when 0 # Yes
@hp_spent = 0
@sp_spent = 0
@str_spent = 0
@dex_spent = 0
@agi_spent = 0
@int_spent = 0
$game_system.se_play($data_system.decision_se)
@actor_index = @main_actor_window.index
@actor = $game_party.actors[@actor_index]
@main_command.active = true
@main_actor_window.active = false
start(@actor_index)
call_refresh(1)
@main_confirm_window.active = false
@main_confirm_window.visible = false
when 1 # No
$game_system.se_play($data_system.cancel_se)
@main_confirm_window.active = false
@main_confirm_window.visible = false
@main_command.active = true
end
end
end
#-----------------------------------------------------------------------------
# Update Help:: This is the help window
#-----------------------------------------------------------------------------
def update_help
if Input.trigger?(Input::C)
@main_help.active = false
@main_help.visible = false
@main_command.active = true
end
end
#-----------------------------------------------------------------------------
# Increase Points:: This adds/removes points
#-----------------------------------------------------------------------------
def increase_points
case @main_command.index
when 0
if @actor.upgrade_points >= ActorCustomization::Points_needed[0] && @actor.maxhp
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[0]
@actor.hp += @hp
@actor.maxhp += @hp
@hp_spent += 1
@actor.used_hp_points += 1
call_refresh(0)
else
call_sound
end
when 1
if @actor.upgrade_points >= ActorCustomization::Points_needed[1] && @actor.maxsp
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[1]
@actor.sp += @sp
@actor.maxsp += @sp
@sp_spent += 1
@actor.used_sp_points += 1
call_refresh(0)
else
call_sound
end
when 2
if @actor.upgrade_points >= ActorCustomization::Points_needed[2] && @actor.str
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[2]
@actor.str += @str
@actor.hp += (@actor.str * ActorCustomization::Amount_to_raise) if ActorCustomization::Raise_hp_with_strength == true
@str_spent += 1
@actor.used_str_points += 1
call_refresh(0)
else
call_sound
end
when 3
if @actor.upgrade_points >= ActorCustomization::Points_needed[3] && @actor.dex
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[3]
@actor.dex += @dex
@dex_spent += 1
@actor.used_dex_points += 1
call_refresh(0)
else
call_sound
end
when 4
if @actor.upgrade_points >= ActorCustomization::Points_needed[4] && @actor.agi
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[4]
@actor.agi += @agi
@agi_spent += 1
@actor.used_agi_points += 1
call_refresh(0)
else
call_sound
end
when 5
if @actor.upgrade_points >= ActorCustomization::Points_needed[5] && @actor.int
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[5]
@actor.int += @int
@actor.maxsp += (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@actor.sp += (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@int_spent += 1
@actor.used_int_points += 1
call_refresh(0)
else
call_sound
end
end
end
#-----------------------------------------------------------------------------
# Decrease Points:: This is where points are removed
#-----------------------------------------------------------------------------
def decrease_points
case @main_command.index
when 0
if @actor.used_hp_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[0]
@actor.hp -= @hp
@actor.maxhp -= @hp
@hp_spent -= 1
@actor.used_hp_points -= 1
call_refresh(0)
else
call_sound
end
when 1
if @actor.used_sp_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[1]
@actor.sp -= @sp
@actor.maxsp -= @sp
@sp_spent -= 1
@actor.used_sp_points -= 1
call_refresh(0)
else
call_sound
end
when 2
if @actor.used_str_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[2]
@actor.hp -= (@actor.str * ActorCustomization::Amount_to_raise) if ActorCustomization::Raise_hp_with_strength == true
@actor.str -= @str
@str_spent -= 1
@actor.used_str_points -= 1
call_refresh(0)
else
call_sound
end
when 3
if @actor.used_dex_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[3]
@actor.dex -= @dex
@dex_spent -= 1
@actor.used_dex_points -= 1
call_refresh(0)
else
call_sound
end
when 4
if @actor.used_agi_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[4]
@actor.agi -= @agi
@agi_spent -= 1
@actor.used_agi_points -= 1
call_refresh(0)
else
call_sound
end
when 5
if @actor.used_int_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[5]
@actor.sp -= (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@actor.maxsp -= (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@actor.int -= @int
@int_spent -= 1
@actor.used_int_points -= 1
call_refresh(0)
else
call_sound
end
end
end
#-----------------------------------------------------------------------------
# Call Sound:: Play the error sound
#-----------------------------------------------------------------------------
def call_sound
$game_system.se_play(RPG::AudioFile.new(ActorCustomization::Error_sound))
end
end
#-------------------------------------------------------------------------------
# End Main ActorCustomization Section.
# Below you will find the method used to add points at level-up
# as well as all of the windows that are needed.
#-------------------------------------------------------------------------------
# Game_Actor:: Alias methods
# Create points for actors and add points at level_up
#-------------------------------------------------------------------------------
class Game_Actor
attr_accessor :upgrade_points
attr_accessor :used_hp_points
attr_accessor :used_sp_points
attr_accessor :used_str_points
attr_accessor :used_dex_points
attr_accessor :used_agi_points
attr_accessor :used_int_points
# Aliases
alias synthesize_ac_setup setup
alias synthesize_ac_battle exp=
#-----------------------------------------------------------------------------
# Setup
#-----------------------------------------------------------------------------
def setup(actor_id)
synthesize_ac_setup(actor_id)
@upgrade_points = 0
@used_hp_points = 0
@used_sp_points = 0
@used_str_points = 0
@used_dex_points = 0
@used_agi_points = 0
@used_int_points = 0
end
#-----------------------------------------------------------------------------
# Add Points
#-----------------------------------------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# Level up
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
@upgrade_points += ActorCustomization::Points_gained_at_levelup
# Learn skill
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
synthesize_ac_battle(exp)
$scene = Scene_AC.new if ActorCustomization::Call_after_battle == true
end
end
#-------------------------------------------------------------------------------
# Begin AC windows
# Here you will find all of the contents that make up AC.
#-------------------------------------------------------------------------------
# Actor Window
#-------------------------------------------------------------------------------
class Window_AC_Actor
#-----------------------------------------------------------------------------
# Initialize
#-----------------------------------------------------------------------------
def initialize
super(0, 0, ActorCustomization::Actor_window_width, ActorCustomization::Actor_window_height)
self.contents = Bitmap.new(width - 32, height - 32)
self.active = false
self.index = -1
@item_max = $game_party.actors.size
@column_max = 2
draw_actor
self.active = false
self.index = 0
end
#-----------------------------------------------------------------------------
# Draw_Actor
#-----------------------------------------------------------------------------
def draw_actor
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
self.contents.draw_text(65, 50, 100, 100, $game_party.item_number(1).to_s)
x = i * 65
y = 50
draw_actor_graphic(actor, x + 20, y)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
self.cursor_rect.set(0 + index * 65, 0, 40, 54)
end
end
#-------------------------------------------------------------------------------
# Window_AC_Status
#-------------------------------------------------------------------------------
class Window_AC_Status
#-----------------------------------------------------------------------------
# Initialize
#-----------------------------------------------------------------------------
def initialize(actor)
super(32, 32, ActorCustomization::Main_status_width, ActorCustomization::Main_status_height)
self.contents = Bitmap.new(width - 32, height- 32)
refresh(actor)
end
#-----------------------------------------------------------------------------
# Refresh
#-----------------------------------------------------------------------------
def refresh(actor)
self.contents.clear
draw_actor_graphic(actor, 35, 50) if ActorCustomization::Draw_face == false
draw_actor_face(actor, 35, 50) if ActorCustomization::Draw_face == true
draw_actor_class(actor, 85, 20)
draw_actor_name(actor, 80, 0)
draw_actor_level(actor, 176, 0)
draw_actor_hp(actor, 4, 68, 172)
self.contents.font.color = system_color
self.contents.draw_text(165, 12, 100, 100, "Points used:")
self.contents.draw_text(165, 60, 100, 50, "#{$data_system.words.hp}: #{actor.used_hp_points}", 2)
self.contents.draw_text(165, 84, 100, 50, "#{$data_system.words.sp}: #{actor.used_sp_points}", 2)
self.contents.draw_text(165, 120, 100, 50, "#{$data_system.words.str}: #{actor.used_str_points}", 2)
self.contents.draw_text(165, 144, 100, 50, "#{$data_system.words.dex}: #{actor.used_dex_points}", 2)
self.contents.draw_text(165, 168, 100, 50, "#{$data_system.words.agi}: #{actor.used_agi_points}", 2)
self.contents.draw_text(165, 192, 100, 50, "#{$data_system.words.int}: #{actor.used_int_points}", 2)
draw_actor_sp(actor,4, 90, 172)
draw_actor_parameter(actor, 4, 132, 3)
draw_actor_parameter(actor, 4, 156, 4)
draw_actor_parameter(actor, 4, 180, 5)
draw_actor_parameter(actor, 4, 204, 6)
self.contents.font.color = system_color
self.contents.draw_text(175, 205, 100, 100, "Points:")
self.contents.font.color = normal_color
self.contents.draw_text(165, 205, 100, 100, actor.upgrade_points.to_s, 2)
end
#-----------------------------------------------------------------------------
# Draw_Face
#-----------------------------------------------------------------------------
def draw_actor_face(actor, x, y)
@face = Sprite.new
@face.bitmap = RPG::Cache.picture(actor.character_name + "_face")
@face.x = x
@face.y = y
@face.z = 9999
end
#-----------------------------------------------------------------------------
# Clear Face
#-----------------------------------------------------------------------------
def clear_face
@face.dispose
end
end
#-------------------------------------------------------------------------------
# Window_Main_Help:: This draws the help contents
#-------------------------------------------------------------------------------
class Window_AC_Help
def initialize
super(0, 0, ActorCustomization::Main_help_width, ActorCustomization::Main_help_height)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.draw_text(0, 0, 350, 30, "1.) Select the character to edit", 1)
self.contents.draw_text(0, 24, 350, 30, "2.) Use the arrow keys to add/remove points", 1)
self.contents.draw_text(0, 48, 400, 30, "3.) The characters stats will increase depending on the stat chosen.", 1)
self.contents.draw_text(0, 72, 450, 30, "4.) You can see how many points are in each stat with the display window.", 1)
self.contents.draw_text(0, 96, 450, 30, "5.) Always use up all of your stat points.", 1)
self.contents.draw_text(0, 120, 450, 30, "6.) Once complete, press the cancel key to return to your adventure.", 1)
self.contents.draw_text(0, 144, 450, 30, "Press the ENTER key to close this window.", 2)
end
end
#-------------------------------------------------------------------------------
# MenuStatus:: Draw points/level-up display in the menu
# Note: This feature may/may not work with a CMS
#-------------------------------------------------------------------------------
class Window_MenuStatus
alias synthesize_menu_refresh refresh
def refresh
synthesize_menu_refresh
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors[i]
if actor.upgrade_points != 0 && ActorCustomization::Draw_levelup_notice_in_menu == true
self.contents.font.color = system_color
w = contents.text_size(actor.name).width
self.contents.draw_text(x + w, y, 100, 30, "#{ActorCustomization::Levelup_text}")
end
self.contents.font.color = system_color
self.contents.draw_text(x + 225, y, 100, 30, "#{ActorCustomization::Point_name}") if ActorCustomization::Draw_point_in_menu == true
self.contents.font.color = normal_color
self.contents.draw_text(x + 346, y, 50, 30, "#{actor.upgrade_points}") if ActorCustomization::Draw_point_in_menu == true
end
end
end
#-------------------------------------------------------------------------------
# Data_Points:: This class is designed to make it easier to add/remove points
# with a call script command.
#-------------------------------------------------------------------------------
class Data_Points
#-----------------------------------------------------------------------------
# Add points to target member
#-----------------------------------------------------------------------------
def add(amount, member)
$game_party.actors[member].upgrade_points += amount
end
#-----------------------------------------------------------------------------
# Remove target member points
#-----------------------------------------------------------------------------
def remove(amount, member)
add(-amount, member)
end
#-----------------------------------------------------------------------------
# Return target member points
#-----------------------------------------------------------------------------
def view(member)
return $game_party.actors[member].upgrade_points
end
#-----------------------------------------------------------------------------
# Check if member has X points. Return result
#-----------------------------------------------------------------------------
def checksum(amount, member)
if $game_party.actors[member].upgrade_points >= amount
return true
else
return false
end
end
#-----------------------------------------------------------------------------
# Add max HP to target member
#-----------------------------------------------------------------------------
def add_maxhp(amount, member)
$game_party.actors[member].maxhp += amount
end
#-----------------------------------------------------------------------------
# Add HP to target member
#-----------------------------------------------------------------------------
def add_hp(amount, member)
$game_party.actors[member].hp += amount
end
#-----------------------------------------------------------------------------
# Add MaxSP to target member
#-----------------------------------------------------------------------------
def add_maxsp(amount, member)
$game_party.actors[member].maxsp += amount
end
#-----------------------------------------------------------------------------
# Add SP to target member
#-----------------------------------------------------------------------------
def add_sp(amount, member)
$game_party.actors[member].sp += amount
end
#-----------------------------------------------------------------------------
# Add str to target member
#-----------------------------------------------------------------------------
def add_str(amount, member)
$game_party.actors[member].str += amount
end
#-----------------------------------------------------------------------------
# Add dex to target member
#-----------------------------------------------------------------------------
def add_dex(amount, member)
$game_party.actors[member].dex += amount
end
#-----------------------------------------------------------------------------
# Add Int to target member
#-----------------------------------------------------------------------------
def add_int(amount, member)
$game_party.actors[member].int += amount
end
#-----------------------------------------------------------------------------
# Restore Target members HP and SP
#-----------------------------------------------------------------------------
def restore(member)
$game_party.actors[member].hp = $game_party.actors[member].maxhp
$game_party.actors[member].sp = $game_party.actors[member].maxsp
end
end
#-------------------------------------------------------------------------------
# Command_New_Game:: Store Data_Points into a variable
#-------------------------------------------------------------------------------
class Scene_Title
alias synthesize_commandnewgame_ac command_new_game
def command_new_game
synthesize_commandnewgame_ac
$data_points = Data_Points.new
end
end
#===============================================================================
# * This script will not work with RMVX. A VX version is in the works. *
#===============================================================================
# Written by Synthesize
# Version 6.0.1
# January 21, 2008
#===============================================================================
# Actor Customization! ---- RMXP Version
#===============================================================================
F.A.Q:
Q: How do I call this script?
A: $scene = Scene_AC.new
Questions? Concerns? Feel free to post them.
30 Jan 2008
Read Topic
[RMVX] Good VS Evil
Script Name: Good VS Evil Written by: Synthesize Version: 1.0.0 Release Date: January 26, 2008
What is it?
This script allows the end user (you) to give each playable character an alignment and alignment points. The system works similar to the Baldur's Gate 'reputation system', where x amount of Upgrade points increase the actors alignment. The script automatically draws the alignment in the status screen.
CODE
#===============================================================================
# Good VS Evil --- RMVX Version
#===============================================================================
# Written by Synthesize
# Version 1.0.0
# January 26, 2008
#===============================================================================
# * RMVX Version *
#===============================================================================
module GoodVSEvil
# The initial Alignment for actors
Alignment_initial = {1 => 2, 2 => 3, 3 => -5}
Alignment_initial.default = 0
# The names of the alignments
Alignment_names = ["Very Good", "Good", "Neutral", "Evil", "Devil Child"]
# maximum amount of points
Maximum_alignment = 100
# Maximum amount of evil points
Maximum_evil_alignment = -100
# Format = {value => amount to check}
Rates = {0 => 50, 1 => 25, 3 => -25, 4 => 50}
# Rates configure how many Alignment points a character needs to have
# there alignment 'upgrade'
# $alignment commands:
# $alignment.add(value, member) # Adds value of alignment
# $alignment.remove(value, member) # Removes value from member
# $alignment.checksum(amount, member) # Check value of points then return
# $alignment.checkname(member, name) # Check if the alignment level is =name
end
#-------------------------------------------------------------------------------
# Create and set alignment points
#-------------------------------------------------------------------------------
class Game_Actor
attr_accessor :alignment
attr_accessor :alignment_name
alias syn_gve_setup setup
#-----------------------------------------------------------------------------
# Setup Actor Alignment
#-----------------------------------------------------------------------------
def setup(actor_id)
syn_gve_setup(actor_id)
@alignment = GoodVSEvil::Alignment_initial[actor_id]
@alignment_name = "Neutral"
end
#-----------------------------------------------------------------------------
# Return Alignment Values
#-----------------------------------------------------------------------------
def alignment_value
@alignment = GoodVSEvil::Maximum_alignment if @alignment > GoodVSEvil::Maximum_alignment
@alignment = GoodVSEvil::Maximum_evil_alignment if @alignment
if @alignment >= GoodVSEvil::Rates[1]
@alignment_name = GoodVSEvil::Alignment_names[1]
@alignment_name = GoodVSEvil::Alignment_names[0] if @alignment > GoodVSEvil::Rates[0]
return @alignment_name
elsif @alignment
@alignment_name = GoodVSEvil::Alignment_names[3]
@alignment_name = GoodVSEvil::Alignment_names[4] if @alignment >= GoodVSEvil::Rates[4]
return @alignment_name
else
@alignment_name = GoodVSEvil::Alignment_names[2]
return @alignment_name
end
end
end
#-------------------------------------------------------------------------------
# Window_MenuStatus add-on
#-------------------------------------------------------------------------------
class Window_Status
alias syn_gve_refresh refresh
def refresh
syn_gve_refresh
self.contents.font.color = system_color
self.contents.draw_text(32, 350, 120, 32, "Alignment:")
self.contents.font.color = normal_color
self.contents.draw_text(156, 350, 120, 32, @actor.alignment_value)
end
end
#-------------------------------------------------------------------------------
# Alignment Management
#-------------------------------------------------------------------------------
class Alignment_Management
def add(value, member)
$game_party.members[member].alignment += value
end
def remove(value, member)
$game_party.members[member].alignment -= value
end
def checksum(amount, member)
if $game_party.members[member].alignment >= amount
return true
else
return false
end
end
def checkname(member, name)
if $game_party.members[member].alignment_name == name
return true
else
return false
end
end
end
#-------------------------------------------------------------------------------
# Scene_Title:: Create the Global Variable
#-------------------------------------------------------------------------------
class Scene_Title
alias syn_gve_game_object create_game_objects
def create_game_objects
syn_gve_game_object
$alignment = Alignment_Management.new
end
end
#===============================================================================
# * This script will not work with RPG Maker XP *
#===============================================================================
# Written by Synthesize
# Version 1.0.0
# January 26, 2008
#===============================================================================
# Good VS Evil --- RMVX Version
#===============================================================================
Script Name: Battle Backgrounds Written by: Synthesize Current version: Version 1.00A Release Date: January 20, 2008
What is this script?
This simple script allows you to have a battle background instead of the abstract background which is the default for RPG Maker VX. Simply define the Background filename in the customization section, along with your Map_ID.
Features:
- Simple
- Easy to use
- Turn ON/OFF the battlefloor
- Once RMVX is released, I will interpret more features
Version History:
V1.00
- Script is released
Script:
CODE
#===============================================================================
# Battle Backgrounds - RMVX
#===============================================================================
# Written by Synthesize
# January 20, 2008
# Version 1.00A
#===============================================================================
# * This script is untested. *
#===============================================================================
module SynBattleB
# Place your battle backgrounds in the 'Pictures' folder (Graphics/Pictures)
# Format = {map_id => Battleback Name}
Battle_background =
{
1 => "001-Grassland01",
2 => "001-Grassland01"
}
#-----------------------------------------------------------------------------
# Create the battlefloor?
Create_battlefloor = false
#-----------------------------------------------------------------------------
# This was being requested on quite a fe forums now, so I threw a quick script
# together. It is nice and simple, and does what it is suppsoed to do. Once
# RMVX is released in English, then I will add additional features into this.
#-----------------------------------------------------------------------------
end
#-------------------------------------------------------------------------------
# Spriteset_Battle
#-------------------------------------------------------------------------------
class Spriteset_Battle
alias syn_create_battlefloor create_battlefloor
#-----------------------------------------------------------------------------
# Create Battleback
#-----------------------------------------------------------------------------
def create_battleback
image = SynBattleB::Battle_background[$game_map.map_id]
@battleback_sprite = Sprite.new(@viewport1)
@battleback_sprite.bitmap = Cache.picture(image)
end
def create_battlefloor
@battlefloor_sprite = Sprite.new(@viewport1)
syn_create_battlefloor if SynBattleB::Create_battlefloor == true
end
end
#===============================================================================
# * This script is untested *
#===============================================================================
# Version 1.00A
# January 20, 2008
# Written by Synthesize
#===============================================================================
# Battle Backgrounds - RMVX
#===============================================================================