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KillerG

Modificacion del Estado de Batalla

5 posts in this topic

Hmm lo que hace es que modifica el estado de batalla

Screenies:
[SPOILER]
Hmm nop, no hay mejor miren el ejemplo xD
[/SPOILER]

Ejemplo:
[SPOILER]
Este es el Default:

Alexus Basil
HP HP
SP SP
[Normal] [Normal]

Este se ve asi:
ARSHES [Normal ] HP 204 / SP 199
BASIL [Knockout] HP 184 / SP 49
GLORIA [Normal ] HP 234 / SP 299
HILDA [Normal ] HP 214 / SP 129
[/SPOILER]

Script:
[SPOILER]
CODE

#===============================================================================
# ** BattleStatus Modification                                           Credits
#    by DerVVulfman
#    Version 1.2
#    10-02-06
#
#-------------------------------------------------------------------------------
# ** A MODIFICATION OF
# ** The Default Battle System's BattleStatus Window
#
#-------------------------------------------------------------------------------
#  This script is a reponse from a number of people who appreciated my RTAB ver-
#  sion of the BattleStatus Mod script, and requested a variant that worked with
#  out requiring RTAB itself. Similar in appearance, this system lines up all of
#  the heroes data into horizontal rows in the style of the Final Fantasy games.
#
#  EX:  ARSHES        [Normal ]        HP 204 / SP 199  
#       BASIL         [Knockout]       HP 184 / SP  49
#       GLORIA        [Normal ]        HP 234 / SP 299
#       HILDA         [Normal ]        HP 214 / SP 129
#
#  As a bonus, the system can Right-Justify the display and set the transparency
#  of the status window.   The only caveat of this is that  it doesn't highlight
#  the name of the hero in action. But, I have altered the battle command window
#  to change its height to appear just over  the name of the current hero in ac-
#  tion (instead of moving left to right).
#
#  This system has been revised  to be more compatible  with the 'KGC_OverDrive'
#  script,  now allowing for a more sensitive and accurate refreshing of the KGC
#  OverDrive bar, and matching add-ons.
#
#-------------------------------------------------------------------------------
#  There are two editable values:
#
#  BATTLESTATUS_LEFTJUSTIFY       Controls whether  the display shows the hero's
#                                 data left to right, or right to left.  It is a
#                                 boolean value (either true or false).
#
#                                 true - This setting will display the data just
#                                        like the above example.
#
#                                 false - This reverses the display  so the name
#                                         of the hero  is on the right,  and the
#                                         ATB bar is on the left.
#
#
#  BATTLESTATUS_OPACITY           Controls the transparency  of the display  and
#                                 of the battle command window. The value ranges
#                                 from 0 to 2...
#
#                                 0 - The display and command windows are set to
#                                     a totally solid display.
#
#                                 1 - This is the 'semi-transparent' look of the
#                                     DBS system,   with the exception  that the
#                                     battle command window is  more solid so it
#                                     will show up over the battlestatus window.
#                                     The Battleback image will show through the
#                                     semi-transparent  window  as  long  as the
#                                     Battleback image height is sufficient. The
#                                     best size for the image is 640x480 full.
#
#                                 2 - This setting  will make  the battle status
#                                     window totally invisible.  Only the battle
#                                     command window will be visible,  though it
#                                     will be semi-transparent for effect.   Re-
#                                     garding the Battleback window.. see above.
#
#
#-------------------------------------------------------------------------------
#
#  * Scripts Added
#    Window_BattleStatus    - draw_actor_name2
#
#  * Scripts Edited
#    Window_BattleStatus    - initialize                  (DBS version Edit)
#    Window_BattleStatus    - update                      (DBS version Edit)
#    Window_BattleStatus    - refresh                     (DBS version Edit)
#    Scene_Battle (part 3)  - phase3_setup_command_window (DBS version Edit)
#
#-------------------------------------------------------------------------------

#==============================================================================
# ** EDITABLE CONSTANTS
#==============================================================================


BATTLESTATUS_OPACITY = 1
BATTLESTATUS_LEFTJUSTIFY = true

#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(0, 320, 640, 160)
   self.contents = Bitmap.new(width - 32, height - 32)
   @level_up_flags = [false, false, false, false]
   case BATTLESTATUS_OPACITY
   when 0
     self.back_opacity = 255
     self.opacity = 255
   when 1
     self.back_opacity = 160
     self.opacity = 255
   when 2
     self.back_opacity = 0
     self.opacity = 0
   end    
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   @item_max = $game_party.actors.size
   if BATTLESTATUS_LEFTJUSTIFY == true
     for i in 0...$game_party.actors.size
       actor = $game_party.actors[i]
       actor_y = i * 32 + 4
       draw_actor_name(actor, 0, actor_y)
       if @level_up_flags[i]
         self.contents.font.color = normal_color
         self.contents.draw_text(160,actor_y, 120, 32, "LEVEL UP!")
       else
         draw_actor_state(actor, 160, actor_y, 120)
       end
       draw_actor_hp(actor, 320, actor_y, 120)
       draw_actor_sp(actor,474, actor_y, 120)
     end
   else
     for i in 0...$game_party.actors.size
       actor = $game_party.actors[i]
       actor_y = i * 32 + 4
       draw_actor_name2(actor, 480, actor_y)
       if @level_up_flags[i]
         self.contents.font.color = normal_color
         self.contents.draw_text(160,actor_y, 120, 32, "LEVEL UP!")
       else
         draw_actor_state(actor, 360, actor_y, 120)
       end
       draw_actor_hp(actor, 0, actor_y, 120)
       draw_actor_sp(actor,160, actor_y, 120)
     end
   end
 end
 #--------------------------------------------------------------------------
 # * Draw Actor Name #2 (For Right-Justified BattleStatus Windows)
 #--------------------------------------------------------------------------
 def draw_actor_name2 (actor,x,y)
   self.contents.font.color = normal_color
   self.contents.draw_text(x, y, 120, 32, actor.name, 2)
 end
end

#==============================================================================
# ** Scene_Battle (part 3)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
 #--------------------------------------------------------------------------
 # * Actor Command Window Setup
 #--------------------------------------------------------------------------
 def phase3_setup_command_window
   # Disable party command window
   @party_command_window.active = false
   @party_command_window.visible = false
   # Enable actor command window
   @actor_command_window.active = true
   @actor_command_window.visible = true
   # Set actor command window position
   # Horizontal based on justification
   if BATTLESTATUS_LEFTJUSTIFY == true    
     @actor_command_window.x = 0    
   else
     @actor_command_window.x = 480
   end
   # Vertical based on actor
   @actor_command_window.y = (320 - ($game_party.actors.size * 38)) +
     (@actor_index * 38)
   # Opacity of Command Window  
   case BATTLESTATUS_OPACITY
   when 0
     @actor_command_window.back_opacity = 255
     @actor_command_window.opacity = 255
   when 1
     @actor_command_window.back_opacity = 255
     @actor_command_window.opacity = 191
   when 2
     @actor_command_window.back_opacity = 255
     @actor_command_window.opacity = 160
   end                              
   @actor_command_window.z=125    
   @actor_command_window.index = 0
 end
end
[/SPOILER]

Demo:[SPOILER]
Link
[/SPOILER]

Nota:
+Es incompatible por ahora con otros CBS
+La Demo trae mas scripts y otras cosas q son estas:
1)Script de Overdrive
2)HP/SP Bars
3)BattleStatus Patch(para ke sea compatible con lo d arriba) Edited by xXDarkDragonXx
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y k es la barra k sale debajo de los nombre?
es ocmpatible ocn el cbs mathura 2.0?
se puede hacer k el script sea en bta?
se pueden kitar las barras de vida y pm pero no las de tiempo?
salu2
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Te respondo así:
¿Qué barra q sale debajo de los nombres?
Abre un nuevo proyecto, copia el cbs mathura y copia este script, si funciona, es compatible..
Si lo modificas puede que sí, yo no se de editar scripts asi que no te puedo decir.. pero por default, no creo.. tendrías que modificarlo..
Hace tiempo que no uso este script pero creo que si le quitas el script de HP/SP Bars no abría barras de vida ni pm, ahora no se si ese script agregas la de tiempo..

Edit: Puede que esa barra que dices sea la de Overdrive( O también llamados Límites(Estilo FF7))
Solo quita el otro script de Overdrive y listo, ya no estará.. Edited by KillerG
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QUOTE(KillerG @ Oct 16 2007, 02:12 PM)
Edit: Puede que esa barra que dices sea la de Overdrive( O también llamados Límites(Estilo FF7))
Solo quita el otro script de Overdrive y listo, ya no estará..
[right][snapback]49876[/snapback][/right]

si,creo k la barra es esa,no se..pero si lo es me viene mas k mejor...
pero como se utiliza?
se utilizar el de limites ff7..pero no es el mismo no?
salu2
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El archivo no lo tengo pero me parece que si lo es, y si no lo es debe de ser muy parecido ya que no creo q cambien mucho..
Podrías probar mirando el script y comparandolo con el que tienes, fijate si es el mismo creador o si son iguales
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