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> ziifee's Wait Gauge Battle, Updated: July 2, 2010
Rating 4 V
Jowy68
post Apr 8 2009, 07:34 PM
Post #21



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Is there any way to have the battlers shown instead of the faces of the characters ?
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Xaeon
post Apr 10 2009, 09:37 AM
Post #22



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I'm seconding a post made earlier in the thread, Except I would prefer it to be 'Neo Gauge FINAL' bars used in battle. Great script, but those default orange/blue bars are... ugly.


--------------------
Bright Soul : The First Phase

  • Scripting : 99.9%
  • Sprites/Battlers : Around 50%
  • Maps : 5%
  • Sound and Music : 100%
  • Animations : 33.3% (3 classes need animating, done one.)

Note: The 3 classes are not Warrior, Mage, and Archer. I'm slightly more creative then that.
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Nackey
post Apr 14 2009, 03:31 PM
Post #23



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Type: Designer




Uhhm... hi I'm Nackey Im sort of new to rmvx and I was wondering could you edit this script so that it makes my battlesystem look like it does with this script only without the wait gauge and without the enemys constantly attacking. Would really appriciate it and ofcourse put you and the makers and editors of this script. please... and thank you biggrin.gif (if its to hard to do than its ok)

This post has been edited by Nackey: Apr 27 2009, 05:30 AM
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Mr. Bubble
post Apr 14 2009, 09:04 PM
Post #24



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Type: Undisclosed
Alignment: Unaligned




QUOTE (Jowy68 @ Apr 8 2009, 12:34 PM) *
Is there any way to have the battlers shown instead of the faces of the characters ?

That's possible with editing to the existing code, but faces are used by default.

QUOTE (Xaeon @ Apr 10 2009, 02:37 AM) *
I'm seconding a post made earlier in the thread, Except I would prefer it to be 'Neo Gauge FINAL' bars used in battle. Great script, but those default orange/blue bars are... ugly.

I've been planning to make a neo gauge patch for WGB since I'm familiar with neo gauge, but I've been busy/not in the mood to sit down and do anything with RPG Maker lately. Not sure if I'll do cogwheel bars since I've never used them.

There's also been some requests for getting the KGC_Overdrive bar in the battle status window and that won't be hard to do.

QUOTE (Nackey @ Apr 14 2009, 08:31 AM) *
Uhhm... hi I'm Nackey Im sort of new to rmvx and I was wondering could you edit this script so that it makes my battlesystem look like it does with this script only without the wait gauge and without the enemys constantly attacking. Would really appriciate it and ofcourse put you and the makers and editors of this script. please... and thank you biggrin.gif (if its to hard to do than its ok)

Likely a way to do that, but not by me.

This post has been edited by Mr. Bubble: Apr 14 2009, 09:06 PM


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Xalidir
post Apr 18 2009, 12:40 AM
Post #25



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Type: Undisclosed
Alignment: Unaligned




i have this and the overdrive system by KGC, i was wondering how i can get the overdrive to appear in battle so i know when to go ahead and unleash it?

BTW, this battle system is awesome, thanks for translating it for us smile.gif


--------------------
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My Request: Great Kingdoms RTP Portraits Request Form
IMPORTANT TO READ!!!
Board Rules

Want to Sprite?
An Introduction to Frankenspriting and Editing

Spoiler:
QUOTE (PINEDAVX @ Dec 20 2010, 08:22 PM)
If tomorrow we want to ban all idiots we have, we'll do it and no one has any right to appeal. Guess what? You don't have rights here, only privileges. Privileges we can and will take away from you as we see fit.

Pretty much, being here is a priviledge, and it CAN be revoked.

Supports:

---
Jet's Handed Weapon Snippet (Requested by me, ask Jet for permission)
Spoiler:
CODE
#===============================================================================
# Handed Weapons
# By Jet10985 (Jet)
# Requested by: Xalidir
#===============================================================================
# This snippet allows you to specify if a weapon is main or off-handed.
# Main handed can only be equiped in the first weapon slot.
# Off handed can only be equipped in the second weapon slot.
# This script has: 0 customization options.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# Aliased methods:
# Scene_Equip: update_item_selection
#===============================================================================
=begin
To make an item Main-Handed, put this in the notebox:

<main hand>

To make an item off-handed, put this in the notebox:

<off hand>
--------------------------------------------------------------------------------
Note: Off-handed weapons cannot be equipped at all if the actor can't dual-wield
=end

class RPG::BaseItem
  
  def hand
    if @hand.nil?
      i = 0
      for note in [/<main hand>/i, /<off hand>/i]
        @hand = self.note[note].nil? ? nil : i
        break if @hand != nil
        i += 1
      end
      @hand = 2 if @hand.nil?
    end
    return @hand
  end
end

class Scene_Equip
  
  alias jet9842_update_item_selection update_item_selection unless $@
  def update_item_selection
    if Input.trigger?(Input::C)
      item = @item_window.item
      equip_type = @equip_window.index
      if equip_type == 0 and !item.nil?
        Sound.play_buzzer if item.hand == 1
        return if item.hand == 1
      elsif equip_type == 1 and !item.nil?
        Sound.play_buzzer if item.hand == 0
        return if item.hand == 0
      end
    end
    jet9842_update_item_selection
  end
end


How to Fix Actor Related Variables the Lazy Way
Spoiler:
In the Game_Interpreter script, there's a line that is messed up.
CODE
Line: 750      actor = $game_actors[@parameters[1]]
Line: 751      actor = $game_actors[@params[4]]

To fix this, change Line: 750 from above to the one below
CODE
when 4 # Actor

This will fix any Actor Related Variables for you. I recommend grabbing the Variables Fix from the site.
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Xaeon
post Apr 27 2009, 03:29 AM
Post #26



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bumping for epic need of a patch to make this work with Neo Gauge FINAL in battle. See my older post.


--------------------
Bright Soul : The First Phase

  • Scripting : 99.9%
  • Sprites/Battlers : Around 50%
  • Maps : 5%
  • Sound and Music : 100%
  • Animations : 33.3% (3 classes need animating, done one.)

Note: The 3 classes are not Warrior, Mage, and Archer. I'm slightly more creative then that.
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Mr. Bubble
post Apr 28 2009, 07:33 AM
Post #27



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Type: Undisclosed
Alignment: Unaligned




QUOTE (Xaeon @ Apr 26 2009, 08:29 PM) *
bumping for epic need of a patch to make this work with Neo Gauge FINAL in battle. See my older post.


The HP/MP Rearrange script is optional. You can remove it and it will use the original bars which would be overwritten by the neo gauge bars. The HP/MP Rearrange style makes the bars very small and I do not think the neo gauge bars can be that small.


--------------------
I no longer support Tankentai.
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Paulcell x
post Apr 29 2009, 02:02 AM
Post #28


General of the MISTRIDK order of St. Cecilia (lol)
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Type: Artist




Thank you very much Mr Bubble!
Of course i am using thsi script!
Thanks a lot xD


--------------------


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An Gothic Opera game with 24 HOURS OF GAMEPLAY
Amazing Gothic Opera Soundtrackfrom games like
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SUPPORTED PROYECTS:



TEST STUFF



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Mascarpone
post May 7 2009, 01:04 AM
Post #29



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Type: Undisclosed




(I dont often post here I'm a bit of a lurker)

I'm a bit script-illiterate but I know peices and parts, I'm just looking for a way to get the message box for events back to the bottom of the screen. I Don't particularly like it up top.
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Mr. Bubble
post May 7 2009, 01:19 AM
Post #30



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Type: Undisclosed
Alignment: Unaligned




QUOTE (Mascarpone @ May 6 2009, 06:04 PM) *
(I dont often post here I'm a bit of a lurker)

I'm a bit script-illiterate but I know peices and parts, I'm just looking for a way to get the message box for events back to the bottom of the screen. I Don't particularly like it up top.

Line 1275 in WGB Layout, find this line:

CODE
    @message_window.y = 0


Comment it out or delete it. It won't restore the "Position" option when you want to create message windows, but it'll return it to the bottom of the screen.


--------------------
I no longer support Tankentai.
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MrWaltz
post Jun 18 2009, 10:30 PM
Post #31



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Type: Writer
Alignment: Neutral Good




QUOTE (Xalidir @ Apr 17 2009, 08:40 PM) *
i have this and the overdrive system by KGC, i was wondering how i can get the overdrive to appear in battle so i know when to go ahead and unleash it?

BTW, this battle system is awesome, thanks for translating it for us smile.gif


I need a little help with this as well.


--------------------
Do most of our members just go to the Completed Scripts Section?
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Takami Daisuke
post Jun 19 2009, 08:45 AM
Post #32



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Type: Artist




Add KGC's overdrive gauge

To add od gauge you must do next:

In layout part, below draw_actor_mp(actor, x, WLH * 3, 70) (arround line 1193) aad draw_actor_od_gauge(actor, x + 2, 0, 92) .


If you are introduced ziiwp_plugin2a_01 you must add same parts below draw_actor_mp_wp_plugin002(actor, x + 37, WLH * 3 - 2)
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MrWaltz
post Jun 21 2009, 02:54 PM
Post #33



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Type: Writer
Alignment: Neutral Good




QUOTE (Takami Daisuke @ Jun 19 2009, 04:45 AM) *
Add KGC's overdrive gauge

To add od gauge you must do next:

In layout part, below draw_actor_mp(actor, x, WLH * 3, 70) (arround line 1193) aad draw_actor_od_gauge(actor, x + 2, 0, 92) .


If you are introduced ziiwp_plugin2a_01 you must add same parts below draw_actor_mp_wp_plugin002(actor, x + 37, WLH * 3 - 2)


thanks! This helped a bunch.


--------------------
Do most of our members just go to the Completed Scripts Section?
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Neon Heartless
post Jul 4 2009, 12:23 AM
Post #34



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Ummm... I most likely have missed the Overdrive bit... In the thing you were refering to layout part.... Where the blinkers is that?

This post has been edited by Neon Heartless: Jul 4 2009, 12:42 AM


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... I'll make one for my game.... SOOON!!
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vinakro
post Jul 12 2009, 10:33 AM
Post #35



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Type: Undisclosed




QUOTE (Takami Daisuke @ Jun 19 2009, 09:45 AM) *
Add KGC's overdrive gauge

To add od gauge you must do next:

In layout part, below draw_actor_mp(actor, x, WLH * 3, 70) (arround line 1193) aad draw_actor_od_gauge(actor, x + 2, 0, 92) .


If you are introduced ziiwp_plugin2a_01 you must add same parts below draw_actor_mp_wp_plugin002(actor, x + 37, WLH * 3 - 2)


I tried that, but the gauge still doesn't show? I see it in the main menu but not in battle.
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GrandMasterTrea
post Jul 13 2009, 11:00 PM
Post #36


Boy Genius
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Type: Writer
Alignment: Lawful Evil




How can i change the icons used for "Flee" "Skills" "Defend" and "Items".
Thanks.
I didnt see icons for them in the set of system pictures, so i can't swap them out.


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Sasame Kiryu
post Jul 13 2009, 11:15 PM
Post #37


どのような
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Type: Writer
Alignment: Chaotic Neutral




You'd have to make your own icons if you want icons 'specifically' for those commands.

To change the icons within the index, however, it's the first option of the module in the script "ziifee | WGB Layout". If you don't know the index of the icons in whatever iconset you're using, get yourself an iconviewer script. Wora's got a good one on these forums. And Yanfly has one here
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aba3k
post Jul 14 2009, 02:29 AM
Post #38



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Type: Undisclosed
Alignment: Chaotic Good




Can i make a skill that is used after x turns?


--------------------
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Takami Daisuke
post Jul 14 2009, 01:25 PM
Post #39



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Type: Artist




Script with KGC's overdrive:

If you don't introduce ziiwp_plugin2a_01 you must use this layout part:

Spoiler:

=begin ************************************************************************
+ ウェイトゲージ/ステータス表示変更A (Layout part より▽へ入れてください)
<補足>
・回転型ウェイトゲージ(No.1) のスクリプトも必要!
・他のバトル中の表示を変更するã
‚¹ã‚¯ãƒªãƒ—トと一緒に使用しない
=end # ************************************************************************

module ZiiWPP2
# ▼ 名前の表示 ( true / false )
Name = true

# ▼ ステータス背景色
BGC = Color.new(0, 0, 0, 48)

end

#==============================================================================
# â–  Window_BattleStatus
#==============================================================================

class Window_BattleStatus
#--------------------------------------------------------------------------
# ● 項目の描画 改
#--------------------------------------------------------------------------
def draw_item(index)
x = index * 96
rect = Rect.new(x, 0, 96, 96)
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
actor = $game_party.members[index]
bh = WLH * 3 - 8
self.contents.fill_rect(x + 1, bh, 94, 94 - bh, ZiiWPP2::BGC)
# ▽ 状態異常の表示
draw_actor_state(actor, x + 70, 2)
# ▽ 名前の表示
if ZiiWPP2::Name
self.contents.font.color = hp_color(actor)
size = 12
self.contents.font.size = size
self.contents.draw_text(x, WLH * 2 + 10 - size, 80, WLH, actor.name)
self.contents.font.size = 20
end
# ▽ HP・MPの表示
draw_actor_hp_wp_plugin002(actor, x + 3, WLH * 3 - 10)
draw_actor_mp_wp_plugin002(actor, x + 37, WLH * 3 - 2)
draw_actor_od_gauge(actor, x + 2, 0, 92)
end
#--------------------------------------------------------------------------
# ● HPの表示
#--------------------------------------------------------------------------
def draw_actor_hp_wp_plugin002(actor, x, y)
font_size = self.contents.font.size # フォントの大きさ記憶
# ▽ システム文字部
self.contents.font.size = 12
self.contents.font.color = system_color
length = contents.text_size(Vocab::hp_a).width + 2
self.contents.draw_text(x, y + 9, 30, 16, Vocab::hp_a)
# ▽ メーター部分の表示
gauge_width = 54 - length
gw = gauge_width * actor.hp / actor.maxhp
gc1 , gc2 = hp_gauge_color1 , hp_gauge_color2
self.contents.fill_rect(x + length, y + 16, gauge_width, 4, gauge_back_color)
self.contents.gradient_fill_rect(x + length, y + 16, gw, 4, gc1, gc2)
# ▽ 能力値の表示
self.contents.font.size = 16
self.contents.font.color = hp_color(actor)
self.contents.draw_text(x, y, 54, 20, actor.hp, 2)
self.contents.font.size = font_size # フォントを元の大きさに
end
#--------------------------------------------------------------------------
# ● MPの表示
#--------------------------------------------------------------------------
def draw_actor_mp_wp_plugin002(actor, x, y)
font_size = self.contents.font.size # フォントの大きさ記憶
# ▽ システム文字部
self.contents.font.size = 12
self.contents.font.color = system_color
length = contents.text_size(Vocab::mp_a).width + 2
self.contents.draw_text(x, y + 9, 30, 16, Vocab::mp_a)
# ▽ メーター部分の表示
gauge_width = 54 - length
gw = gauge_width * actor.mp / actor.maxmp
gc1 , gc2 = mp_gauge_color1 , mp_gauge_color2
self.contents.fill_rect(x + length, y + 16, gauge_width, 4, gauge_back_color)
self.contents.gradient_fill_rect(x + length, y + 16, gw, 4, gc1, gc2)
# ▽ 能力値の表示
self.contents.font.size = 16
self.contents.font.color = mp_color(actor)
self.contents.draw_text(x, y, 54, 20, actor.mp, 2)
self.contents.font.size = font_size # フォントを元の大きさに
end
end


If you use that script, you must use this ziiwp_plugin2a_01:

Spoiler:

=begin ************************************************************************
+ ウェイトゲージ/ステータス表示変更A (Layout part より▽へ入れてください)
<補足>
・回転型ウェイトゲージ(No.1) のスクリプトも必要!
・他のバトル中の表示を変更するã
‚¹ã‚¯ãƒªãƒ—トと一緒に使用しない
=end # ************************************************************************

module ZiiWPP2
# ▼ 名前の表示 ( true / false )
Name = true

# ▼ ステータス背景色
BGC = Color.new(0, 0, 0, 48)

end

#==============================================================================
# â–  Window_BattleStatus
#==============================================================================

class Window_BattleStatus
#--------------------------------------------------------------------------
# ● 項目の描画 改
#--------------------------------------------------------------------------
def draw_item(index)
x = index * 96
rect = Rect.new(x, 0, 96, 96)
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
actor = $game_party.members[index]
bh = WLH * 3 - 8
self.contents.fill_rect(x + 1, bh, 94, 94 - bh, ZiiWPP2::BGC)
# ▽ 状態異常の表示
draw_actor_state(actor, x + 70, 2)
# ▽ 名前の表示
if ZiiWPP2::Name
self.contents.font.color = hp_color(actor)
size = 12
self.contents.font.size = size
self.contents.draw_text(x, WLH * 2 + 10 - size, 80, WLH, actor.name)
self.contents.font.size = 20
end
# ▽ HP・MPの表示
draw_actor_hp_wp_plugin002(actor, x + 3, WLH * 3 - 10)
draw_actor_mp_wp_plugin002(actor, x + 37, WLH * 3 - 2)
draw_actor_od_gauge(actor, x + 2, 0, 92)
end
#--------------------------------------------------------------------------
# ● HPの表示
#--------------------------------------------------------------------------
def draw_actor_hp_wp_plugin002(actor, x, y)
font_size = self.contents.font.size # フォントの大きさ記憶
# ▽ システム文字部
self.contents.font.size = 12
self.contents.font.color = system_color
length = contents.text_size(Vocab::hp_a).width + 2
self.contents.draw_text(x, y + 9, 30, 16, Vocab::hp_a)
# ▽ メーター部分の表示
gauge_width = 54 - length
gw = gauge_width * actor.hp / actor.maxhp
gc1 , gc2 = hp_gauge_color1 , hp_gauge_color2
self.contents.fill_rect(x + length, y + 16, gauge_width, 4, gauge_back_color)
self.contents.gradient_fill_rect(x + length, y + 16, gw, 4, gc1, gc2)
# ▽ 能力値の表示
self.contents.font.size = 16
self.contents.font.color = hp_color(actor)
self.contents.draw_text(x, y, 54, 20, actor.hp, 2)
self.contents.font.size = font_size # フォントを元の大きさに
end
#--------------------------------------------------------------------------
# ● MPの表示
#--------------------------------------------------------------------------
def draw_actor_mp_wp_plugin002(actor, x, y)
font_size = self.contents.font.size # フォントの大きさ記憶
# ▽ システム文字部
self.contents.font.size = 12
self.contents.font.color = system_color
length = contents.text_size(Vocab::mp_a).width + 2
self.contents.draw_text(x, y + 9, 30, 16, Vocab::mp_a)
# ▽ メーター部分の表示
gauge_width = 54 - length
gw = gauge_width * actor.mp / actor.maxmp
gc1 , gc2 = mp_gauge_color1 , mp_gauge_color2
self.contents.fill_rect(x + length, y + 16, gauge_width, 4, gauge_back_color)
self.contents.gradient_fill_rect(x + length, y + 16, gw, 4, gc1, gc2)
# ▽ 能力値の表示
self.contents.font.size = 16
self.contents.font.color = mp_color(actor)
self.contents.draw_text(x, y, 54, 20, actor.mp, 2)
self.contents.font.size = font_size # フォントを元の大きさに
end
end


!!!!: Overdrive script must paste below this script

This post has been edited by Takami Daisuke: Jul 14 2009, 01:41 PM
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Takami Daisuke
post Jul 14 2009, 01:52 PM
Post #40



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Type: Artist




QUOTE (aba3k @ Jul 14 2009, 04:29 AM) *
Can i make a skill that is used after x turns?



KGC made script as it. But I don't know if is compatible with ziifee's wait gauge battle.
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