iPhone App Directory
RPG Maker VX
 
Gallery Members Search Calendar Help


Welcome Guest ( Log In | Register )

Collapse

>Announcement

Keep an eye out for the upcoming 3rd Quarter Contest!
7 Pages V  « < 5 6 7  
Reply to this topicStart new topic
> RSSBS - Reedo's Simple Side Battle System, A simple, highly compatible, plug-and-play, SBS.
Rating 5 V
Neosky
post Mar 24 2012, 09:11 PM
Post #121


Master of the DarkSyde of Cheese!
Group Icon


Type: Undisclosed
Alignment: Lawful Evil




it's not a folder

On your project editing program known as rpgmakervx. There are some options at the top. Database, scripts, and so on. Open Scripts go down to the bottom and you'll see a section called MAterials. Now paste all those scripts from Demos. You'll find the scripts in the same place.


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


Remember, Remember the 5th of November...
Spoiler:



If you are new, please go through this spoiler for VERY useful links.
Spoiler:





Tarris Thread || User Forum || Tarris Hold Website || Twitch.tv
Go to the top of the page
 
+Quote Post
   
99centtaco
post Mar 24 2012, 10:11 PM
Post #122


Ruler of All Mankind
Group Icon


Type: Writer
Alignment: Chaotic Neutral




QUOTE (neosky @ Mar 24 2012, 10:11 PM) *
it's not a folder

On your project editing program known as rpgmakervx. There are some options at the top. Database, scripts, and so on. Open Scripts go down to the bottom and you'll see a section called MAterials. Now paste all those scripts from Demos. You'll find the scripts in the same place.


Oh! I feel stupid now xD
Thank you! smile.gif
Go to the top of the page
 
+Quote Post
   
99centtaco
post Mar 25 2012, 12:58 AM
Post #123


Ruler of All Mankind
Group Icon


Type: Writer
Alignment: Chaotic Neutral




...and the stupid is back. I installed the files into the material section, but whenever I enter a battle it does this.
what did I do wrong?

This post has been edited by 99centtaco: Mar 25 2012, 01:01 AM
Attached File(s)
Attached File  whatdidIdo.png ( 420.51K ) Number of downloads: 35
 
Go to the top of the page
 
+Quote Post
   
Kail200X
post Mar 27 2012, 11:08 PM
Post #124



Group Icon


Type: Spriter
Alignment: Lawful Good




You didn't rearrange the monsters in the troops tab. tongue.gif


--------------------
My DevBlog

Cooltastic Christian gif :U
Spoiler:

Which FF dude am I?

I support...
Spoiler:


Go to the top of the page
 
+Quote Post
   
Darquez S.
post Apr 10 2012, 06:07 PM
Post #125



Group Icon


Type: Undisclosed




Hi, i need a litttle help! i download the demo and copyed all the scripts correctly, but when i try to go to the status i get this erroe:

[size="5"][/size] Script 'YEZ Status Command Menu' line 879: NoMethodError occurd.
undefined method `> for nil:NilClass! huh.gif

Please help if you can.
Go to the top of the page
 
+Quote Post
   
Rifall
post Aug 5 2012, 07:43 AM
Post #126



Group Icon


Type: Designer
Alignment: Lawful Good




I searched for weeks for something like this. As much as I love the earthbound feel, it just doesn't fit for my game. I'm glad I can finally take advantage of such a script that doesn't require me to make new sprite sheets and animations for certain poses and attacks.

I might release 2 versions of my game. One with this, one without.

I'm still debating whether I will actually put this in my current developing game since I'll have to change the sprite positions in the troops section.

But, still, this should be script of the year or something. Finally, a plug-and-play sideview battle system.

This "Feature-packed" approach isn't working for most people. But your base code and add-ons approach should be awesome. I hope this can be well supported with enhancement scripts.

EDIT: I'm now using this full forward on my game. My game's done and published. And might I say, this system is an incredible touch. And, it had just the right customization. Thanks Reedo for having the best plug-and-play battle script I've seen so far.

For Users of Ziifee's Wait Gague Battle System: RSSBS does work with it. However, you need to make sure that RSSBS is above all the Ziifee WGBS Scripts. Otherwise, the interface gets messed up. I.E. the character faces appear where the character sprites should be.

This post has been edited by Rifall: Aug 17 2012, 07:14 PM


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

Click to view our official web site.
Go to the top of the page
 
+Quote Post
   
Rifall
post Aug 17 2012, 03:42 PM
Post #127



Group Icon


Type: Designer
Alignment: Lawful Good




QUOTE (King Arthur @ Jan 9 2010, 11:39 AM) *
I apologize if I miss any points, it's hard to read a wall of text that isn't formatted properly for easier reading.

The point I address is the comparison of the two SBS scripts in a potentially hostile way. I've read quite a number of "use this script instead of Tankentai" posts without that much thought put into it. It is then an open invitation for a person, either with good or bad intentions, to come in and say "hey wait a minute!" and thereby potentially unleash a shitstorm of drama similar to the infamous browser wars (which ultimately resulted in nothing, really). Neither of these scripts, as well as YEZ which is being showcased as a demonstration, deserve to be entangled in that and I simply wish to stop that from happening.

Frankly, if this were an ideal world people would view both as simply scripts and choose what they want without much fuss. We all know, however, that there are people who over-react to this sort of lingering air and make a big issue out of an otherwise small thing. Both are great scripts and it'd be to the benefit of everyone to leave it on that note.


I don't see a problem with a drama between battle systems arising as if it was some sort of browser war, or SBS War. In fact, it's great that there are scripts and systems that are just as friendly to noobs as they are to veteran developers. An SBS war where different systems will aim for higher compatibility and ease-of-use as well as a useful account of features would only result in developers winning in the end. Because, in the end, we get a choice of what to use.

And yes, some people will drop Tankentai and use Reedo, but not from simple praise and blunt recommendations. I tried to use Tankentai, which kept crashing on me because of certain other scripts, so I even tried Kudaki which ironically came out even harder. When the only result I wanted was a simple side-view battle system, Reedo devlivered where others packaged in features I'm not even using.

So now, as my game features a brilliant mix between RSSBS and YERD, it is making use of every feature that came with those scripts, instead of 10%.

This high compatibility praise is great. A script needs praise to move on. And so far, I've only heard praise for Tankentai as being the best and most feature filled side-view battle system on the SBS 'market' so-to-speak. And I hope some people do drop Tankentai and use Reedo through the enlightenment that maybe they don't need Tankentai and only need Reedo.

And the more people that adopt and support Reedo, the more scripters will support Reedo with plug-ins. Whether this happens voluntary or through requests shouldn't matter.

Perhaps Tankentai is happy with the state of his battle system. That wouldn't be a bad thing. But Reedo does offer a choice, and hopefully, enough plug-ins can become available to ultimately, make Reedo superior to Tankentai.

I'm enjoying the thought of this plug-and-play core with add-ons and plug-ins architecture.

If it does start a war between feature-packed or plug-in supported, we only win.

TL;DR What's wrong with an SBS War? Developers win in the end from the competition. So hopefully, some people who don't need Tankentai drop it and decide to use Reedo if it has everything it needs.


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

Click to view our official web site.
Go to the top of the page
 
+Quote Post
   
Neosky
post Aug 18 2012, 09:49 AM
Post #128


Master of the DarkSyde of Cheese!
Group Icon


Type: Undisclosed
Alignment: Lawful Evil




This isn't really a debate about battle system, can we keep the topic strictly about helping with this specific script? Thank you for your opinion. I think this one will be closed soon if no one else is in need of asking questions, or if it's not going to be updated any time soon. I'll give it a bit, and then we'll see how it plays out. Thank you again for staying on topic everything and as always have nice day.


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


Remember, Remember the 5th of November...
Spoiler:



If you are new, please go through this spoiler for VERY useful links.
Spoiler:





Tarris Thread || User Forum || Tarris Hold Website || Twitch.tv
Go to the top of the page
 
+Quote Post
   
georgethetree
post Mar 3 2013, 04:13 AM
Post #129



Group Icon


Type: Undisclosed




Hi I wanted to ask something and please understand I have absolutely no script knowledge how exactly do i make it work and also does it work on vx ace? I also get this warning any help please?

This post has been edited by georgethetree: Mar 3 2013, 05:40 AM
Attached File(s)
Attached File  bandicam_2013_03_03_17_28_05_834.jpg ( 13.96K ) Number of downloads: 13
 
Go to the top of the page
 
+Quote Post
   
Shaiylin
post Mar 22 2013, 07:29 PM
Post #130



Group Icon


Type: Artist




Is there any way to make enemies also animated like the Actors? I would love a second script that makes the enemies have sprites and move and have the same stuff as the Actors.
Go to the top of the page
 
+Quote Post
   
SkipperThePengui...
post Mar 28 2013, 07:25 AM
Post #131



Group Icon


Type: Designer
Alignment: Chaotic Neutral




QUOTE (georgethetree @ Mar 3 2013, 05:13 AM) *
Hi I wanted to ask something and please understand I have absolutely no script knowledge how exactly do i make it work and also does it work on vx ace? I also get this warning any help please?


Because it's not RGSS3 compatible, it's for RGSS2.
Go to the top of the page
 
+Quote Post
   
Reedo
post Sep 7 2013, 01:50 AM
Post #132



Group Icon


Type: Coder




QUOTE (SkipperThePenguin100 @ Mar 28 2013, 02:25 AM) *
Because it's not RGSS3 compatible, it's for RGSS2.


Hi everyone.

Haven't been around here in a while and wasn't aware of RGSS3, but I may try to find some time to take a look at it and play around a little. This was a fun hobby and I might enjoy picking it up again for a bit if I can.

Is anyone still using RGSS2 or is it depreciated? Is it worth looking back at any of my old scripts such as this one or should I strictly look forward?


--------------------
"Yes, I saw that. You were doing well, until everyone died."
"When you do things right, people won't be sure you've done anything at all."
The Satellite That Collided With God – Futurama

Spoiler:


Go to the top of the page
 
+Quote Post
   
???nOBodY???
post Sep 7 2013, 08:48 AM
Post #133


moogles + nightmares + coffee = Scripting Psychopathic Tendency
Group Icon


Type: Coder
Alignment: Chaotic Neutral




Welcome back Reedo. cool.gif

RGSS3 is used strictly for RPG Maker VX Ace; VX hasn't updated its version of RGSS or anything.
As if Enterbrain would ever do such a thing... Lol. So, to answer your question, if you're still planning on using good 'ol VX,
you're in the right place, if you want to use Ace, you'd have better luck hitting up rpgmakervxace.net.


--------------------
*The Master List Update Project is currently up-to-date with the latest scripts for that dream project!
*By entering the RGSS2/Ruby Scripting section, you are agreeing to abide by The Coder's Creed.

My Scripts
Spoiler:

ACK Script Requests
Spoiler:

Scripts
Stat Change Formulas
GTBS Ziifee's spin menu Submenus
GTBS Weapon Unleash
GTBS Enemy Status
Attack Command Submenu
Jump To (X,Y)
BGM/BGS Fadein
Window_Message - Pop Text
Spell Management Menu
Melee Mastery Management Menu
Ghost List
Save / Autoload
Some Popup v2.9 => v2.91
Scene_StringEntry v1.02
Scene_StringEntry: More Than 24-Character Input
Scene_StringEntry: Scrolling Character Input Window
Scene_StringEntry: Typing Input
MA's Quest Journal - Accept Quest Add-On (internal)
MA's Quest Journal - Accept Quest Add-On (external)
Easy-to-Add Extra Ziifee Spin Commands
Scrolling Battle Message
Non-Differentiating Enemies
Quest Item Drops
(VX) FP Conditional Drops
FFTA World Map HUD bugfix
RSSBS / SSS - Wereforms patch
Death Counterattack
Targetting Extension

My Heart (Resources)
Spoiler:

Projects
Project AMBROSIA
*something generically clever*

Support these:
Spoiler:







Awards:
Spoiler:

Go to the top of the page
 
+Quote Post
   
Reedo
post Sep 11 2013, 03:58 AM
Post #134



Group Icon


Type: Coder




Ok, so I picked up Ace and I have to say that I'm quite impressed with the improvements to both the IDE and RGSS3.

I'm not sure if the forum allows supporting Ace scripts here, but I'd like to at least share some basic code if not fully support the script on this forum.

What I have here is basically the basics (lol) of RSSBS for Ace. There isn't much in the way of customization options and there's probably more that could be done to improve the visual experience (such as state effects - would be so much easier now than it used to be) but I think this script has all of the primary components in place (actors appear staggered on screen, step in and out with attacks, perform their step animation if they can move, laydown faded out when they die, and do the victory dance when they win if alive and movable). I haven't implemented the shadow yet, but that shouldn't be too bad to add. I'm just out of time tonight.

All of the same compatibility should be present as with the old RSSBS. However, the one caveat is that I cannot figure out how to alias (or override while maintaining the base implementation) a static method on a module. Because of this I had to completely re-implement the process_victory() method on the BattleManager module. I'm still looking for the right way to do this or an alternative place to hook the victory process if there is no right way to do it.

Anyway, here's the script which should work as advertised but does still need testing.

Spoiler:

CODE
###############################################################################
##  RSSBSACE - Reedo's Simple Side Battle System (for VX ACE)
##  Version 1.0
##  September 10, 2013
##  By Reedo
###############################################################################
##  SOURCE
##
##  Source thread:
##    http://www.rpgmakervx.net/index.php?showtopic=24587
###############################################################################
##  REFERENCES
##
##  None.  This is an original script by Reedo.
##  However other people have contributed ideas and bug finds. Please see the
##  support thread link above for details.
###############################################################################
##  COMPATIBILITY
##
##  Should be compatible with most other scripts.
##
##  (Currenty re-implements BattleManager.process_victory)
###############################################################################
##  REQUIREMENTS
##
##  None
###############################################################################
##  INSTALLATION
##
##  Plug-and-play. (and this time I mean it for reals!)
##
##  Insert below Materials, above other scripts.
###############################################################################
##  RIGHTS & RESTRICTIONS
##
##  As with most Reedo scripts, this script is free to re-use, as-is,
##  in personal, educational, and commercial RPGVX development projects,
##  providing that:  this script, as well as the rpgmakervx.net forum link  
##  from which it was obtained, are credited in writing displayed readily
##  to the user of the final compiled code assembly.
##
##  Reedo and rgpmakervx.net retain all rights of intellect and ownership.
##  You forego all rights of warranty by utilizing this script.
###############################################################################

###############################################################################
##  USER OPTIONS
###############################################################################
module REEDO_SBS
  ACTOR_START_TOP = 6.2
  ACTOR_START_LEFT = 14.5
  
  ACTOR_DEATH_OPACITY = 125
  ACTOR_DEATH_TONE = Tone.new(128, 128, 128, 0)
  ACTOR_DEATH_ANGLE = 270
  ACTOR_DEATH_OFFSET_X = -0.5
  ACTOR_DEATH_OFFSET_Y = -0.3
  
  VICTORY_DANCE_JUMP_HEIGHT = 1.5
end
###############################################################################
##  MAIN SCRIPT
###############################################################################
##  EDITS BEYOND THIS POINT ARE AT YOUR OWN RISK!!!
###############################################################################
module BattleManager
    #alias reedo_sbs_ssb_process_victory process_victory
    #how to alias static module method???
    def self.process_victory
      SceneManager.scene.reedo_victory_dance = true
      
      #copy-paste original method implementation:
      play_battle_end_me
      replay_bgm_and_bgs
      $game_message.add(sprintf(Vocab::Victory, $game_party.name))
      display_exp
      gain_gold
      gain_drop_items
      gain_exp
      SceneManager.return
      battle_end(0)
      return true
    end
end

class Game_Actor
  attr_accessor :reedo_sbs_gc
end

class Game_Character
  attr_accessor :opacity
  attr_accessor :priority_type
  attr_accessor :reedo_start_top
  attr_accessor :reedo_jump_delta
  
  def reedo_step_on
    cmd = RPG::MoveCommand.new(Game_Character::ROUTE_STEP_ANIME_ON)
    process_move_command(cmd)
  end
  
  def reedo_step_off
    cmd = RPG::MoveCommand.new(Game_Character::ROUTE_STEP_ANIME_OFF)
    process_move_command(cmd)
  end
end

class Spriteset_Battle
  
  alias reedo_sbs_ssb_initialize initialize
  def initialize
    @reedo_dance_wait = 0
    reedo_sbs_ssb_initialize
  end
  
  alias reedo_sbs_ssb_create_actors create_actors
  def create_actors
    if @actor_sprites != nil
      dispose_actors
    end
    reedo_sbs_ssb_create_actors

    @reedo_game_chars = []
    @reedo_sprite_chars = []
    @actor_sprites = []
    
    i = 1
    for actor in $game_party.battle_members
      gc = Game_Character.new
      gc.set_graphic(actor.character_name, actor.character_index)
      gc.set_direction(4)
      gc.priority_type = i
      bc = Sprite_Character.new(@viewport1, gc)
      sb = Sprite_Battler.new(@viewport1, actor)
      top = REEDO_SBS::ACTOR_START_TOP + (i * 0.5)
      left = REEDO_SBS::ACTOR_START_LEFT
      if i % 2 == 0
        left += 1
      end
      if actor.dead?
        left += REEDO_SBS::ACTOR_DEATH_OFFSET_X
        top += REEDO_SBS::ACTOR_DEATH_OFFSET_Y
      end
      gc.reedo_start_top = top
      gc.reedo_jump_delta = -0.1
      gc.moveto(left, top)
      
      bc.update
      @actor_sprites.push(sb)  
      @reedo_sprite_chars.push(bc)
      @reedo_game_chars.push(gc)
      actor.reedo_sbs_gc = gc
      
      i += 1
    end
  end
  
  def reedo_update_victory_dance
    if @reedo_dance_wait == 0
      @actor_sprites.each_with_index do |sprite, i|
        if sprite.battler.alive? && sprite.battler.movable?
          gc = @reedo_game_chars[i]
          gc.moveto(gc.x, gc.y + gc.reedo_jump_delta)
          if gc.y < gc.reedo_start_top - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT
            gc.reedo_jump_delta = 0.1
            @reedo_dance_wait = 4
          end
          if gc.y > gc.reedo_start_top
            gc.reedo_jump_delta = -0.1
            gc.set_direction(4)
            @reedo_dance_wait = 70
          end
          if ((gc.y - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT) * 10).to_int % (REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT / 4) == 0
            case gc.direction
              when 4; gc.set_direction(2)
              when 2; gc.set_direction(6)
              when 6; gc.set_direction(8)
              when 8; gc.set_direction(4)
            end
          end
        end
      end
    else
      @reedo_dance_wait -= 1
    end
  end
  
  def update_actors
    if SceneManager.scene != nil then
      if SceneManager.scene.is_a?(Scene_Battle)
        if SceneManager.scene.reedo_victory_dance
            reedo_update_victory_dance
        end
      end
    end
    @actor_sprites.each_with_index do |sprite, i|
      if sprite.battler.movable?
        @reedo_game_chars[i].reedo_step_on
      else
        @reedo_game_chars[i].reedo_step_off
      end
      if sprite.battler.dead?
        @reedo_game_chars[i].opacity = REEDO_SBS::ACTOR_DEATH_OPACITY
        @reedo_sprite_chars[i].angle = REEDO_SBS::ACTOR_DEATH_ANGLE
        @reedo_sprite_chars[i].tone.set(REEDO_SBS::ACTOR_DEATH_TONE)
      else
        @reedo_game_chars[i].opacity = 255
        @reedo_sprite_chars[i].angle = 0
        @reedo_sprite_chars[i].tone.set(0,0,0)
      end
      @reedo_sprite_chars[i].update
      @reedo_game_chars[i].update
      sprite.update
    end
  end
end

class Scene_Battle
  attr_accessor :reedo_victory_dance
  
  reedo_victory_dance = false
  
  alias reedo_sbs_ssb_execute_action execute_action
  def execute_action
    if @subject.is_a?(Game_Actor)
      reedo_move_inout(-0.1)
    end
    reedo_sbs_ssb_execute_action
    if @subject.is_a?(Game_Actor)
      reedo_move_inout(0.1)
    end
  end
  
  def reedo_move_inout(dist)
    i = 0
    while i < 10
      c = @subject.reedo_sbs_gc
      c.moveto(c.x + dist, c.y)
      update_for_wait
      i += 1
    end    
  end
end



Please let me know if it is acceptable to maintain this code here, or if it would be better to move to one of the Ace forums (which one? there are two that I find which both seem to be controlled by the same mods as here) and add a link in this thread.


--------------------
"Yes, I saw that. You were doing well, until everyone died."
"When you do things right, people won't be sure you've done anything at all."
The Satellite That Collided With God – Futurama

Spoiler:


Go to the top of the page
 
+Quote Post
   
???nOBodY???
post Sep 11 2013, 10:01 AM
Post #135


moogles + nightmares + coffee = Scripting Psychopathic Tendency
Group Icon


Type: Coder
Alignment: Chaotic Neutral




Actually, rpgmakervxace.net's the better place to maintain your Ace scripts, but there's still a number of users here that use Ace instead of, or in addition to VX, so if you wanted to maintain your converted script here alongside its VX counterpart, I'd have no objections.


--------------------
*The Master List Update Project is currently up-to-date with the latest scripts for that dream project!
*By entering the RGSS2/Ruby Scripting section, you are agreeing to abide by The Coder's Creed.

My Scripts
Spoiler:

ACK Script Requests
Spoiler:

Scripts
Stat Change Formulas
GTBS Ziifee's spin menu Submenus
GTBS Weapon Unleash
GTBS Enemy Status
Attack Command Submenu
Jump To (X,Y)
BGM/BGS Fadein
Window_Message - Pop Text
Spell Management Menu
Melee Mastery Management Menu
Ghost List
Save / Autoload
Some Popup v2.9 => v2.91
Scene_StringEntry v1.02
Scene_StringEntry: More Than 24-Character Input
Scene_StringEntry: Scrolling Character Input Window
Scene_StringEntry: Typing Input
MA's Quest Journal - Accept Quest Add-On (internal)
MA's Quest Journal - Accept Quest Add-On (external)
Easy-to-Add Extra Ziifee Spin Commands
Scrolling Battle Message
Non-Differentiating Enemies
Quest Item Drops
(VX) FP Conditional Drops
FFTA World Map HUD bugfix
RSSBS / SSS - Wereforms patch
Death Counterattack
Targetting Extension

My Heart (Resources)
Spoiler:

Projects
Project AMBROSIA
*something generically clever*

Support these:
Spoiler:







Awards:
Spoiler:

Go to the top of the page
 
+Quote Post
   
Reedo
post Sep 14 2013, 02:48 AM
Post #136



Group Icon


Type: Coder




Ok so I added a section to the bottom of the main post that includes an Ace version of RSSBS.

The 1.0 version posted above had some bugs (most notably the fact that map scroll position was affecting the battle actor! lol I never noticed testing on a 17x13 map), but I believe all bugs are corrected now and all expected features are in place, with a few more of the options from the original script included.

The script will now:
  • Show the actors in a tight group that fits the Ace battle layout.
  • Place shadows below living actors.
  • Make actors perform their step animation if they can take an action.
  • Make characters step in to perform an action, except for blocking (it just dawned on me that I should make them step back a little).
  • Show all animations for actor actions as assigned in the database for the particular action.
  • Show enemy attack animations as defined in the database, or using a default (option in script header) if no animation is assigned (e.g. normal attack).
  • Flash the actor red when they are successfully hit with a hostile action.
  • Show dead actors as faded and rotated.
  • Do the victory dance.


As an additional side option, there is a flag to force the game to attempt to load a tile-based battle back regardless of the map type. Normally any map tile set other than field results in the blurry background if no battle-back is specified for the map. However, some of the floor tiles in those tile sets will work to generate a battle-back. So with this option you can have the tile-based background in any map type if you use the correct floor tiles (you'll have to experiment to figure out which ones work).

A lot of other functionality from the original script was removed because RGSS3 already provides it. But all-in-all, the 1.1 edition of RSSBSACE should be very similar to the original in terms of features, functionality, and instant gratification. tongue.gif As before, the only real "extra configuration" is to modify the placement of the enemies in the troops.


--------------------
"Yes, I saw that. You were doing well, until everyone died."
"When you do things right, people won't be sure you've done anything at all."
The Satellite That Collided With God – Futurama

Spoiler:


Go to the top of the page
 
+Quote Post
   

7 Pages V  « < 5 6 7
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 29th July 2014 - 03:44 AM

RPGMakerVX.net is an Privacy Policy, Legal.