battle

XP Atoa Custom Battle System script by Atoa

posted on 17 Mar 2009 10:04 by boxsuke in Resources, ScriptsXP

* สคริปต์ระบบต่อสู้ใหม่ล่าสุดจาก rmxp.org ครับ เป็นระบบต่อสู้ที่มีความยืดหยุ่นสูงและมีระบบน่าสนใจแถมมาด้วยมากมาย เช่น Cooperation Skill (สกิลที่ใช้มากกว่า 1 คนในการใช้สกิลนั้น) ซึ่งถ้าได้ภาษาอังกฤษในระดับหนึ่งจะเป็นระบบที่ใช้ได้ดีมากครับ อีกทั้งยังสามารถใช้ตัวละครได้หลายรูปแบบด้วย ไม่จำเป็นต้องใช้ Spritesheet หลายแถวแบบ Minkoff ที่ค่อนข้างแบ่งสเกลยาก ถ้าสนใจสามารถดูรายละเอียดได้ที่ ACBS - by Atoa

Image  Image  Image

This is brand new battle system made by Atoa, the same one who ported Tankenkai battle system to XP. (No wonder this script has many elements you can find in Tankenkai, which is a pros. ^^) This is one of the most customizable battle systems for RMXP. It comes with many good addons and it can use different types of spritesheets in case you want to change your battle system from Minkoff's or ccoa's to this one.

As the screenshot shown, you can customize this battle system to be like one of the screenshots without having to edit the core code yourself.

You can check out the script thread here: ACBS - by Atoa

VX Battle Retry script by Woratana

posted on 05 Mar 2009 20:34 by boxsuke in Resources, ScriptsVX, WoraScripts

* สคริปต์นี้จะทำให้ตอนที่ต่อสู้แพ้แล้วไป Gameover เราสามารถเลือกที่จะกลับไปต่อสู้อีกครั้งในการต่อสู้เดิมได้ครับผม ^^/ สามารถเปิดปิดสคริปต์นี้ได้ด้วยสวิตช์ ทำให้อนุญาตการ Retry เฉพาะในบางการต่อสู้ที่โหด ๆ ก็ได้ฮะ เจอบั๊กแจ้งได้เลยครับผม สคริปต์ก็อปได้ด้านล่าง~

Battle Retry
Version 1.0
by Woratana
Release Date: 05/03/2009


Introduction
I saw this kind of script in Gamebaker before.
Now that site is temporarily close, so think it would be a good practice to write it myself.

What this script basically does is after player lose the battle and go to Gameover screen,
there will be a choice for player to choose whether to retry the battle again, or go to title screen.

This script can be enable/disable in game.
This way you can make player not be able to retry in specific battle.

You can also choose to record the party's HP/MP/state before battle.
Therefore, when player chose battle retry, party members will not have full HP/MP and have no bad status.

Enjoy~^^


Features
Version 1.0
- Set switch ID to enable/disable battle retry during the game
- Editable command's text, command's window width and Y-coordinate
- You can choose to record party actors stat (HP/MP/States) before battle


Screenshots



Script
I decided to keep script on my blog. So it will be easier to update. ^^
#===============================================================
# ● [VX] ◦ Battle Retry ◦ □
# * Enable player to retry the battle after losing *
# ** Note: Read the setup part before using this script **
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 29/02/2009
# ◦ Version: 1.0
#--------------------------------------------------------------
# ◦ Update:
#--------------------------------------------------------------
# □ Version 1.0 (29/02/2009)
# - Set switch ID to enable/disable battle retry during the game
# - Editable command's text, command's window width and Y-coordinate
# - You can choose to record party actors stat (HP/MP/States) before battle
#
#--------------------------------------------------------------
# ◦ Compatibility:
#--------------------------------------------------------------
# □ This script will rewrite 0 method(s):
#
#
# □ This script will alias 5 method(s):
#     Scene_Gameover.perform_transition
#     Scene_Gameover.terminate
#     Scene_Gameover.update
#     Scene_Battle.battle_end
#     Game_Interpreter.command_301
#
# □ This script should work with most scripts, except for some modifications
# of Scene_Gameover
#
#--------------------------------------------------------------
# ◦ Installation:
#--------------------------------------------------------------
# 1) This script should be placed JUST BEFORE ▼ Main Process.
#
# □ Like this:
# ▼ Materials
# ...
# ...
# * Battle Retry
# ▼ Main Process
# Main
#
# 2) Setup this script in Setup Part below.
#
#--------------------------------------------------------------
# ◦ How to use:
#--------------------------------------------------------------
# □ Place this script and setup in the setup part.
#
#=================================================================

class Scene_Gameover < Scene_Base

  #=================================================================
  # ++ Setup Part
  #-----------------------------------------------------------------
  BATRETRY_SWITCH_ID = 1
  # Enable Battle Retry if this switch ID is ON
  # Disable Battle Retry if this switch ID is OFF

  BATRETRY_COMMANDS = ['Retry Battle', 'Return to Title Screen']
  # Text on command window asking for Battle Retry
  # E.g. ['Go back to battle', 'Exit to title screen']

  BATRETRY_WINDOW_Y = 288
  # Command window's Y-coordinate (Top: 0, Bottom: 416)

  BATRETRY_WINDOW_WIDTH = 200
  # Command windows' width

  BATRETRY_RECORD_PARTY_STAT = true
  # Record party members' HP/MP/status before going to battle? (true/false)
  #
  # - If this set to true, if Ralph has HP 30 before battle and got poisoned.
  # When player retry the battle, Ralph will still has HP 30 and poisoned.
  #
  # - If this set to false, all the members will get full HP/MP and no bad status
  # after retry the battle.
  #=================================================================

  alias wora_batretry_scego_pertran perform_transition
  alias wora_batretry_scego_term terminate
  alias wora_batretry_scego_upd update
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update(*args)
    if $game_temp.battle_retry?
      super
      @command_window.update
      if Input.trigger?(Input::C)
        case @command_window.index
        when 0 # Battle Retry
          # If recorded party stat, load recorded data
          unless $game_temp.last_troop_actor.nil?
            $game_temp.last_troop_actor.each_key do |id|
              data = $game_temp.last_troop_actor[id]
              $game_actors[id].hp = data[0]
              $game_actors[id].mp = data[1]
              $game_actors[id].real_states = data[2]
            end
          else # If not, recover party members
            $game_party.members.each {|actor| actor.recover_all }
          end
          # Setup battle
          last_troop = $game_temp.last_troop_id
          $game_troop.setup(last_troop[0])
          $game_troop.can_escape = last_troop[1]
          $game_troop.can_lose = false
          $game_temp.next_scene = "battle"
          $scene = Scene_Battle.new
        when 1 # Go to Title Screen
          $scene = Scene_Title.new
          Graphics.fadeout(120)
        end
      end
    else # Normal Gameover scene
      wora_batretry_scego_upd(*args)
    end
  end
  #--------------------------------------------------------------------------
  # * Execute Transition
  #--------------------------------------------------------------------------
  def perform_transition(*args)
    if $game_temp.battle_retry?
      # Add command window if need battle retry
      @command_window = Window_Command.new(BATRETRY_WINDOW_WIDTH, BATRETRY_COMMANDS)
      # Show battle retry window in the middle
      @command_window.x = (Graphics.width - @command_window.width) / 2
      @command_window.y = BATRETRY_WINDOW_Y
      @command_window.openness = 0
      @command_window.open
      # Perform transition
      wora_batretry_scego_pertran(*args)
      # Open command window
      until @command_window.openness == 255
        @command_window.update
        Graphics.update
      end
      @command_window.active = true
    else # Normal Gameover scene
      wora_batretry_scego_pertran(*args)
    end
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate(*args)
    @command_window.dispose unless @command_window.nil?
    wora_batretry_scego_term(*args)
  end
end

class Scene_Battle < Scene_Base
  alias wora_batretry_scebat_batend battle_end
  #--------------------------------------------------------------------------
  # * End Battle
  #--------------------------------------------------------------------------
  def battle_end(*args)
    unless (args[0] == 2 and !$game_troop.can_lose)
      # Remove last troop data if won battle
      $game_temp.last_troop_id = nil
      $game_temp.last_troop_actor = nil
    end
    wora_batretry_scebat_batend(*args)
  end

end

class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :last_troop_id, :last_troop_actor

  #--------------------------------------------------------------------------
  # * Check if battle can be retry
  #--------------------------------------------------------------------------
  def battle_retry?
    return ($game_switches[Scene_Gameover::BATRETRY_SWITCH_ID] and
  !@last_troop_id.nil?)
  end
end

class Game_Interpreter
  alias wora_batretry_gamint_com301 command_301
  #--------------------------------------------------------------------------
  # * Battle Processing
  #--------------------------------------------------------------------------
  def command_301(*args)
    # If enable to record party stat before battle..
    if Scene_Gameover::BATRETRY_RECORD_PARTY_STAT
      $game_temp.last_troop_actor = {}
      $game_party.members.each do |actor|
        $game_temp.last_troop_actor[actor.id] = [actor.hp, actor.mp, actor.real_states]
      end
    end
    # Store last troop ID in Game_System
    troop_id = @params[0] == 0 ? @params[1] : $game_variables[@params[1]]
    $game_temp.last_troop_id = [troop_id, @params[2]] unless $game_temp.in_battle
    wora_batretry_gamint_com301(*args)
  end
end

class Game_Battler
  #--------------------------------------------------------------------------
  # * Return real states
  #--------------------------------------------------------------------------
  def real_states
    return @states.clone
  end

  #--------------------------------------------------------------------------
  # * Set states with states ID array
  #--------------------------------------------------------------------------
  def real_states=(states_id_array)
    @states = states_id_array
  end
end



Instruction
- Setup script in the SETUP part
- The complete instruction is included in the script


Author's Notes
Free for use in your work if credit is included.
If you want to post it on any forum, please link to this topic.


Bug Report?
Please give me these informations:
QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)
- What have you changed in setting part?
- Do you have any other scripts running in your game that may crash with this script?