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GTBS - GubiD's Tactical Battle System V1.4.1
[img='/scriptdb/sites/default/files/imagecache/logo/Customizable Skill Names.JPG',left][/img] von Gubid
Taktisches Isometrisches Kampfsystem
Dies ist eine automatisch generierter Beitrag. Solltest du Fragen dazu haben, Fehler finden, Irgendetwas unklar sein, dann melde dich bei Playm.
This is an automatically generated Post. Have you some questions, found errors or need more informations, please contact Playm. GTBS Update Released
I would just like to mention that GTBS 1.5 has released for XP and includes alot of new features and bug fixes.
============================
=== GTBS 1.5 Release ===
============================
[bug] Scroll error when adjusting scroll speed
[bug] Place error
[bug] No weapon equiped error when attacking
[bug] Help info not displayed when casting skills
[bug] Message location always set to top during battle
[bug] Inability to transfer from battle
[bug] Transfer player errors
[bug] Revive Skills errors
[bug] Requiring _down graphics for summons/enemies (when remove battlers option enabled)
[bug] Lots of other bugs that I dont even remember.
Feature New AI (Will use rating system for actions from database as well as cast skills that inflict/remove states)
Feature Large Units
Feature New Animated Battler Engine(Fully customizable)
Feature Animated Battler Pose Sound Association (Allows another animation to be played when a 'pose' is executed)
Feature Movement Modifications ( Allows you to configure based on equipment/weapons/states, move advantages/disadvantages )
Feature New Remove Battler Options (none, only enemies, all)
Feature Change Open/Exit Text in module for easier management/update
Feature Change Menu Commands Text in module for easier management/update
Feature Pump Skills (like in SRT, skills that dont require your turns action)
Feature Multiple Summon Counter (Allows you to summon the same unit multiple times until the limit is reached, which is determined inside gtbs module)
Feature Animation on Death
Feature Open Scene Events
Feature New Skill Min Range option (allows it to work more like bow's)
Feature Ability to acquire items/gold immediately after killing enemy
Feature State icons displayed in Status Window
Feature State icons used for damage preview section (so you know what will happen when you are attacked)
Feature Face Enemy at battle begin option
Feature Scroll Map manually functions (for in battle events)
Feature Replace Actor method (Allows you to replace an actor (by id) with a new one)
Feature Force Move Before Action (Simply ends turn on action if move has not already been performed, if you want)
Feature Expanded Secret Hunt with the ability to gain multiple items, instead of just 1.
Feature All current patches included and only enable when located.
I have also created a patch to the Mousie script which makes it GTBS compatible.
Feel free to visit www.CreationAsylum.net for more assistance with the system.
============================
=== GTBS 1.5 Release ===
============================
[bug] Scroll error when adjusting scroll speed
[bug] Place error
[bug] No weapon equiped error when attacking
[bug] Help info not displayed when casting skills
[bug] Message location always set to top during battle
[bug] Inability to transfer from battle
[bug] Transfer player errors
[bug] Revive Skills errors
[bug] Requiring _down graphics for summons/enemies (when remove battlers option enabled)
[bug] Lots of other bugs that I dont even remember.
Feature New AI (Will use rating system for actions from database as well as cast skills that inflict/remove states)
Feature Large Units
Feature New Animated Battler Engine(Fully customizable)
Feature Animated Battler Pose Sound Association (Allows another animation to be played when a 'pose' is executed)
Feature Movement Modifications ( Allows you to configure based on equipment/weapons/states, move advantages/disadvantages )
Feature New Remove Battler Options (none, only enemies, all)
Feature Change Open/Exit Text in module for easier management/update
Feature Change Menu Commands Text in module for easier management/update
Feature Pump Skills (like in SRT, skills that dont require your turns action)
Feature Multiple Summon Counter (Allows you to summon the same unit multiple times until the limit is reached, which is determined inside gtbs module)
Feature Animation on Death
Feature Open Scene Events
Feature New Skill Min Range option (allows it to work more like bow's)
Feature Ability to acquire items/gold immediately after killing enemy
Feature State icons displayed in Status Window
Feature State icons used for damage preview section (so you know what will happen when you are attacked)
Feature Face Enemy at battle begin option
Feature Scroll Map manually functions (for in battle events)
Feature Replace Actor method (Allows you to replace an actor (by id) with a new one)
Feature Force Move Before Action (Simply ends turn on action if move has not already been performed, if you want)
Feature Expanded Secret Hunt with the ability to gain multiple items, instead of just 1.
Feature All current patches included and only enable when located.
zum Lesen den Text mit der Maus markieren
I have also created a patch to the Mousie script which makes it GTBS compatible.
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Quellcode |
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if defined?(Sprite_Mouse)
#==============================================================================
# Sprite Mouse changes
#==============================================================================
class Sprite_Mouse
def dispose
@sprite.dispose
end
end
#==============================================================================
# ** Window
#------------------------------------------------------------------------------
# Adds all window instances to $windows array so that Input will only be
# registered if Mouse is over window or key was pressed.
#==============================================================================
$windows = []
class Window_Base < Window
alias init_win_mouse_gtbs initialize
def initialize(*args)
init_win_mouse_gtbs(*args)
$windows << self
end
alias dispose_win_mouse_gtbs dispose
def dispose(*args)
$windows.delete(self)
dispose_win_mouse_gtbs(*args)
end
end
#==============================================================================
# ** Input
#------------------------------------------------------------------------------
# Modifies mouse input so that it is only registered if over active window or
# key was logged.
#==============================================================================
class << Input
UMS_Present = defined?(NORMAL_MODE)
def Input.get_active_window
win = nil
for window in $windows
if !window.disposed? and window.active and window.visible and
!window.is_a?(Window_Actor_Display) and !window.is_a?(Window_Help)
if UMS_Present and !window.is_a?(Window_Dummy)
win = window
else
win = window
end
end
end
return win
end
alias upd_gtbs_input_mouse update
def Input.update
@new_cycle = true
upd_gtbs_input_mouse
end
#--------------------------------------------------------------------------
# * Update old input triggers
# num : A, B, C
#--------------------------------------------------------------------------
alias gtbs_mouse_old_trigger? trigger? unless $@
def Input.trigger?(num)
# Result old result(mousie method) if not gtbs battle
return gtbs_mouse_old_trigger?(num) if !$scene.is_a?(Scene_Battle_TBS)
result = old_trigger?(num)
return result if result == true #return keyboard result if it was found
# If Mouse is inside of the game window.
if Mouse.pos(false) != nil
active = Input.get_active_window
# If no active window
if active.nil?
if Mouse.click?(Mouse::Middle_Click) and !$scene.busy
$mouse.set_cursor
return false
elsif Mouse.click?(Mouse::Left_Click) and num == Input::C and !$scene.busy
cursor = $scene.cursor
if (cursor.x != $mouse.tile_x or cursor.y != $mouse.tile_y) and $scene.phase != 6
$mouse.set_cursor
@new_cycle = false
else
return (old_trigger?(num) or (Mouse.click?(Mouse::Left_Click) and num == Input::C and @new_cycle))
end
elsif Mouse.click?(Mouse::Right_Click) and num == Input::B
return Mouse.click?(Mouse::Right_Click)
else; return false
end
#If active window, then ensure that cursor is within dialog and proceed like normal
elsif active != nil and $mouse.x.between?(active.x, active.x+active.width) and
$mouse.y.between?(active.y, active.y+active.height)
case num
when Input::A
return (old_trigger?(num) or Mouse.click?(Mouse::Middle_Click))
when Input::B
if MOUSE_RIGHT_ACTION == 0
return (old_trigger?(num) or Mouse.click?(Mouse::Right_Click))
else
if !$scene.is_a?(Scene_Map)
return (old_trigger?(num) or Mouse.click?(Mouse::Right_Click))
else
return (old_trigger?(num))
end
end
when Input::C
if MOUSE_LEFT_ACTION == 0
return (old_trigger?(num) or Mouse.click?(Mouse::Left_Click))
else
if !$scene.is_a?(Scene_Map)
return (old_trigger?(num) or Mouse.click?(Mouse::Left_Click))
else
if $mouse.clicked == 2
return (old_trigger?(num) or Mouse.click?(Mouse::Left_Click))
else
return (old_trigger?(num))
end
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Check to see if an old input call was repeated
# num : B
#--------------------------------------------------------------------------
alias old_repeat? repeat? unless $@
def repeat?(num)
return old_repeat?(num) if Mouse.pos(false) == nil
if num == Input::B
return (old_repeat?(num) or Mouse.repeat?(Mouse::Right_Click))
else
return old_repeat?(num)
end
end
end
#==============================================================================
# Game Battler - changes introduced by mouse
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# Turn Toward (object) - Turns the player towards the object based on x,y
#--------------------------------------------------------------------------
def turn_toward(object)
# Get difference in player coordinates
sx = self.x - object.x
sy = self.y - object.y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
# If horizontal distance is longer
if sx.abs > sy.abs
# Turn to the right or left towards player
sx > 0 ? turn_left : turn_right
# If vertical distance is longer
else
# Turn up or down towards player
sy > 0 ? turn_up : turn_down
end
end
end
#==============================================================================
# Scene Battle TBS changes
#==============================================================================
class Scene_Battle_TBS
attr_reader :cursor
attr_reader :windows
#--------------------------------------------------------------------------
# Start - Replace Mouse with GTBS version
#--------------------------------------------------------------------------
alias start_gtbs_battle start
def start
start_gtbs_battle
$mouse.dispose
$mouse = Sprite_Mouse_GTBS.new
end
#--------------------------------------------------------------------------
# Busy - Prevents mouse click from interruppting a process
#--------------------------------------------------------------------------
def busy
return true if @tbs_phase > 6
end
#--------------------------------------------------------------------------
# Phase - Returns the current TBS phase
#--------------------------------------------------------------------------
def phase
return @tbs_phase
end
#--------------------------------------------------------------------------
# Terminate - Resets the mouse back to default
#--------------------------------------------------------------------------
alias terminate_gtbs_battle terminate
def terminate
$mouse.dispose
$mouse = Sprite_Mouse.new
terminate_gtbs_battle
end
#--------------------------------------------------------------------------
# tbs_phase_6 - wait phase updates for mouse
#--------------------------------------------------------------------------
alias wait_phase_mouse_update tbs_phase_6
def tbs_phase_6
unless @wait_pic
wait_phase_mouse_update
end
update_battler_to_mouse_direction(@active_battler)
wait_phase_mouse_update
end
#--------------------------------------------------------------------------
# Update Battler To Mouse Direction (pretty self explanitory)
#--------------------------------------------------------------------------
def update_battler_to_mouse_direction(battler)
if Mouse.pos(false) != nil
pos = POS.new($mouse.tile_x, $mouse.tile_y)
@active_battler.turn_toward(pos)
end
end
end
#==============================================================================
# Game Event Update
#==============================================================================
class Game_Event < Game_Character
def at_xy_coord(x,y)
return (x == self.x and y == self.y)
end
end
#==============================================================================
# Sprite Mouse
#==============================================================================
class Sprite_Mouse
#--------------------------------------------------------------------------
# Initialize - Changes to overall reduce lag of the Mousie System
#--------------------------------------------------------------------------
alias init_spr_mouse initialize
def initilaize
init_spr_mouse
@cur_tile_x = 0
@cur_tile_y = 0
end
#--------------------------------------------------------------------------
# Update - Same as above
#--------------------------------------------------------------------------
alias update_spr_mouse update
def update
Mouse.update
if Mouse.pos(false) != nil
update_spr_mouse
end
@new_cycle_x = true
@new_cycle_y = true
end
#--------------------------------------------------------------------------
# * Mouseover Icon - more changes to reduce lag
#--------------------------------------------------------------------------
alias gtbs_mouse_over_icon_fix mouse_over_icon
def mouse_over_icon
return if $game_map.scrolling? or $game_player.moving?
gtbs_mouse_over_icon_fix
end
#--------------------------------------------------------------------------
# * Get the current x-coordinate of the tile - iso based as well
#--------------------------------------------------------------------------
def tile_x
if !@new_cycle_x
return @cur_tile_x
else
if !$game_map.iso?
@cur_tile_x = ((($game_map.display_x.to_f/4.0).floor + @x.to_f)/32.0).floor
@new_cycle_x = false
return @cur_tile_x
else
x,y = $mouse.x, $mouse.y
x += $game_map.display_x/4
y += $game_map.display_y/4
for pos in $game_map.grid.keys
rect = $game_map.grid[pos]
if rect.in?(x,y)
@cur_tile_x = pos[0]
@new_cycle_x = false
return @cur_tile_x
end
end
end
return @cur_tile_x
end
end
#--------------------------------------------------------------------------
# * Get the current y-coordinate of the tile - iso based as well
#--------------------------------------------------------------------------
def tile_y
if !@new_cycle_y
return @cur_tile_y
else
if !$game_map.iso?
@cur_tile_y = ((($game_map.display_y.to_f/4.0).floor + @y.to_f)/32.0).floor
@new_cycle_y = false
return @cur_tile_y
else
x,y = $mouse.x, $mouse.y
x += $game_map.display_x/4
y += $game_map.display_y/4
for pos in $game_map.grid.keys
rect = $game_map.grid[pos]
if rect.in?(x,y)
@cur_tile_y = pos[1]
@new_cycle_y = false
return @cur_tile_y
end
end
end
return @cur_tile_y
end
end
end
#==============================================================================
# ** Sprite_Mouse_GTBS
#------------------------------------------------------------------------------
# This sprite is used to display the mouse. It observes the Mouse module and
# automatically changes mouse graphic conditions.
#==============================================================================
class Sprite_Mouse_GTBS
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :icon
attr_accessor :x
attr_accessor :y
attr_accessor :clicked
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@x = 0
@y = 0
@clicked = nil
@sprite = Sprite.new
@sprite.z = 10000
@draw = false
@events = {}
reset
end
def dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Reset
#--------------------------------------------------------------------------
def reset
@icon = RPG::Cache.icon(MOUSE_ICON[MOUSE_DEFAULT])
@icon_name = MOUSE_ICON[MOUSE_DEFAULT]
@sprite.bitmap.dispose if @sprite.bitmap != nil and @sprite.bitmap.disposed?
@sprite.bitmap = @icon
@draw = false
# Updates the co-ordinates of the icon
@x, @y = Mouse.pos
@sprite.x = @x
@sprite.y = @y
@sprite.z = 10000
@sprite.visible = true
@cur_tile_x = 0
@cur_tile_y = 0
end
#--------------------------------------------------------------------------
# * Set Cursor - Updates the location of the battle cursor
#--------------------------------------------------------------------------
def set_cursor
$game_troop.interpreter.set_tbs_cursor(tile_x, tile_y)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
Mouse.update
@sprite.update
# Updates the co-ordinates of the icon
@x, @y = Mouse.pos
return if @x == nil or @y == nil
#Get Client Size
width,height = Mouse.client_size
@sprite.x = @x
@sprite.y = @y
#Check if needs to restart
(@draw = (@x < 0 or @y < 0 or @x > width or @y > height)) if !@draw
#Reset if need to reset
reset if @draw and @x > 1 and @y > 1 and @x < width and @y < height
#Show mouse if need to
if (@x < 0 or @y < 0 or @x > width or @y > height) and @visible
Mouse.visible?
elsif (@x > 0 or @y > 0 or @x < width or @y < height) and !@visible
Mouse.visible?(false)
end
@new_cycle_x = true
@new_cycle_y = true
end
#--------------------------------------------------------------------------
# * Get the current x-coordinate of the tile - iso as well
#--------------------------------------------------------------------------
def tile_x
if !@new_cycle_x
return @cur_tile_x
else
if !$game_map.iso?
@cur_tile_x = ((($game_map.display_x.to_f/4.0).floor + @x.to_f)/32.0).floor
@new_cycle_x = false
return @cur_tile_x
else
x,y = $mouse.x, $mouse.y
x += $game_map.display_x/4
y += $game_map.display_y/4
for pos in $game_map.grid.keys
rect = $game_map.grid[pos]
if rect.in?(x,y)
@cur_tile_x = pos[0]
@new_cycle_x = false
return @cur_tile_x
end
end
end
return @cur_tile_x
end
end
#--------------------------------------------------------------------------
# * Get the current y-coordinate of the tile - iso as well
#--------------------------------------------------------------------------
def tile_y
if !@new_cycle_y
return @cur_tile_y
else
if !$game_map.iso?
@cur_tile_y = ((($game_map.display_y.to_f/4.0).floor + @y.to_f)/32.0).floor
@new_cycle_y = false
return @cur_tile_y
else
x,y = $mouse.x, $mouse.y
x += $game_map.display_x/4
y += $game_map.display_y/4
for pos in $game_map.grid.keys
rect = $game_map.grid[pos]
if rect.in?(x,y)
@cur_tile_y = pos[1]
@new_cycle_y = false
return @cur_tile_y
end
end
end
return @cur_tile_y
end
end
#--------------------------------------------------------------------------
# * Get Object - Returns GTBS battle objects only
#--------------------------------------------------------------------------
def get_object
for event in $game_map.tactical_events
return [true,event] if event.at_xy_coord(tile_x, tile_y)
end
return [false,nil]
end
#--------------------------------------------------------------------------
# * MOUSE Refresh(Event, List, Characterset Name - Here for compatibility
#--------------------------------------------------------------------------
def refresh(event, list)
end
end
#==============================================================================
# Rectangle Class Method Additions
#==============================================================================
class Rect
#--------------------------------------------------------------------------
# In? - Returns if the ploted x,y is contained with-IN the rect
#--------------------------------------------------------------------------
def in?(x,y)
if (self.x <= x and (self.x + self.width) >= x) and
(self.y <= y and (self.y + self.height) >= y)
return true
end
return false
end
end
#==============================================================================
# Game Map Changes - for iso mouse movement
#==============================================================================
class Game_Map
attr_reader :grid
#--------------------------------------------------------------------------
# Setup - Sets up the current map click grid if iso
#--------------------------------------------------------------------------
alias gtbs_gm_setup_mouse setup
def setup(map_id)
gtbs_gm_setup_mouse(map_id)
@grid = {}
generate_click_grid if iso?
end
#--------------------------------------------------------------------------
# Generate Click Grid - Creates click gride based on iso coords
# Due to size of the objects, there will be overlap in placed, but it shouldn't
# matter because it will always use the first match found. Also if you click
# in an area that is not within any click grid, then it will use $game_player, or
# battle_cursor current value for the missing coord to prevent errors.
#--------------------------------------------------------------------------
def generate_click_grid
for x in 0...width
for y in 0...height
sx = (x*32 - y*32) + (32*height)
sy = (x*32 + y*32)/2
rect = Rect.new(sx-13,sy+6,36,19)
@grid[[x,y]] = rect
end
end
end
end
end |
zum Lesen den Text mit der Maus markieren
Feel free to visit www.CreationAsylum.net for more assistance with the system.
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »GubiD« (9. Dezember 2009, 17:49)
I have created a new addon that allows you to monitor the order in which battlers will take their actions, including skills. Here is the code for this:
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#--------------------------------------------------------------
# Act List addon
#--------------------------------------------------------------
module GTBS
ACT_LIST = true
end
class Battle_Option < Window_Selectable
#----------------------------------------------------------------------------
# Refresh Process
#----------------------------------------------------------------------------
def refresh
@options = []
@options += ["End Turn"] if $game_system.cust_battle == "TEAM"
@options += ["Act List"] if GTBS::ACT_LIST and $game_system.cust_battle != "TEAM"
@options += ["Conditions", "Config", "Cancel"]
if self.contents != nil
self.contents.clear
self.contents = nil
end
self.height = @options.size * 24 + 32
self.contents = Bitmap.new(width - 32, height - 32)
for i in 0...@options.size
self.contents.draw_text(2,i*24,100,24,@options[i])
end
@item_max = @options.size
end
#--------------------------------------------------------------
# Update Curosr Rect changes - fixes mouse over issues
#--------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 24 - self.oy
self.cursor_rect.set(x, y, cursor_width, 24)
end
end
#--------------------------------------------------------------
# Scene TBS changes
#--------------------------------------------------------------
class Scene_Battle_TBS
#--------------------------------------------------------------
# TBS Phase 0 - No Actor selected, dialog call updates
#--------------------------------------------------------------
alias act_list_update tbs_phase_0
def tbs_phase_0
if Input.trigger?(Input::C) and @windows["Act List"] != nil and
@windows["Act List"].active
Sound.play_decision
selected = @windows["Act List"].data
@cursor.moveto(selected.x, selected.y)
@windows["Act List"].dispose
@windows["Act List"] = nil
@cursor_active = true
return
elsif Input.trigger?(Input::B) and @windows["Act List"] != nil and
@windows["Act List"].active
Sound.play_cancel
@windows["Act List"].dispose
@windows["Act List"] = nil
@windows["option"].active = true
@windows["option"].visible = true
return
end
if Input.trigger?(Input::C) and @windows["option"].active
case @windows["option"].data[@windows["option"].index]
when "Act List"
@windows["Act List"] = Window_ActList.new
@windows["Act List"].active = true
@windows["Act List"].visible = true
@windows["Act List"].index = 0
@windows["option"].active = false
@windows["option"].visible = false
Sound.play_decision
return
end
end
act_list_update
end
end
#--------------------------------------------------------------
# Window ActList
#--------------------------------------------------------------
class Window_ActList < Window_Selectable
Max_Updates = 400
Max_List_Size = 20
#--------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------
def initialize
div = 4
div += 4 if GTBS::VX
x = (Scene_Battle_TBS::CENTER_X/div) - 120
y = 60
super(x,y,240,420)
self.contents = Bitmap.new(width-32, height-32)
refresh
end
#--------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------
def refresh
update_list
if self.contents != nil
self.contents = nil
self.contents = Bitmap.new(320,@act_list.size*32)
end
for i in 0...@act_list.size
draw_list_item(0,i*32,i)
end
@item_max = @act_list.size
end
#--------------------------------------------------------------
# * Draw List Item
#--------------------------------------------------------------
def draw_list_item(x,y,i)
if @act_list[i].is_a?(Array)
string = @act_list[i][0].name
string += "("+@act_list[i][1][0].name+")"
else
string = @act_list[i].name
end
self.contents.draw_text(x+5,y,320,32,"#{i+1} : #{string}")
end
#--------------------------------------------------------------
# * Update List
#--------------------------------------------------------------
def update_list
act_list_pre = []
for event in $game_system.tactical_events
if event.is_a?(Game_Battler)
act_list_pre << event.clone
end
end
act_list_pre.sort! { |a, b| a.atb <=> b.atb}
@act_list_pre = act_list_pre.reverse
#fill_local_vars
@act_list = []
@data = []
count = Max_Updates
while count > 0
populate_list
count -= 1
end
end
#--------------------------------------------------------------
# Populate List - Same routine that is used in GTBS battle to determine
# turn order, alhtough by a different name.
#--------------------------------------------------------------
def populate_list
return if @act_list_pre.size == 0
use_spell = []
need_update = false
active = [nil,0]
for battler in @act_list_pre
if battler.muted? or battler.paralyzed? or battler.sleeping? or battler.knocked_out?
battler.skill_cast = nil
battler.up_cast(true)
next
end
if battler.atb > 999 and !battler.dead?
if battler.sleeping? or battler.paralyzed?
battler.atb -= battler.agi
next
else
if battler.atb > active[1]
active = [battler, battler.atb]
elsif battler.atb == active[1]
if battler.agi > active[0].agi
active = [battler, battler.atb]
end
end
end
end
if battler.cast != nil and !battler.casting?
active = [battler, battler.atb, battler.cast]
use_spell << [battler, battler.atb, battler.cast]
end
end
if use_spell.size == 0
if active[0] != nil
active[0].reset_atb
set_active_battler(active)
return
else
need_update = true
end
else
for i in 0...use_spell.size
active = use_spell[i]
set_active_battler(active)
#clear skill info
active[0].skill_cast = nil
active[0].up_cast(true)
end
return
end
if need_update == true
for battler in @act_list_pre
battler.atb += battler.agi unless battler.dead? or battler.paralyzed? or battler.sleeping? or battler.knocked_out?
if battler.casting? and !battler.muted?
battler.up_cast
end
end
end
end
#--------------------------------------------------------------
# Set Active Battler - Routine to populate list, First in First out method.
#--------------------------------------------------------------
def set_active_battler(info)
data = info[0]
if info[2] != nil
data = [info[0], info[2]]
end
@data << info
@act_list.push(data.dup) unless @act_list.size == Max_List_Size
end
#--------------------------------------------------------------
# Data - Returns the actor for the selected line
#--------------------------------------------------------------
def data
return @data[self.index][0]
end
end
|
zum Lesen den Text mit der Maus markieren
Wie installiert man den GTBS - GubiD's Tactical Battle System V1.4.1 im RPGXP
hallo, zusammen
ich hab eine frage zum GTBS - GubiD's Tactical Battle System V1.4.1
Wie installiert man den kann mir irgend jemand helfen
und ich würd ihn gern auf deutsch haben lässt sich da noch irgend was machen ?
würd mich freuen wenn mir jemand helfen kann
ich hab eine frage zum GTBS - GubiD's Tactical Battle System V1.4.1
Wie installiert man den kann mir irgend jemand helfen

und ich würd ihn gern auf deutsch haben lässt sich da noch irgend was machen ?
würd mich freuen wenn mir jemand helfen kann

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Gjorsch« (19. November 2010, 09:47)
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